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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nanako</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-05-12T02:20:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=5520</id>
		<title>Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=5520"/>
		<updated>2017-04-05T19:45:03Z</updated>

		<summary type="html">&lt;p&gt;Nanako: clarification of what gives points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=MULEbots are outdated, needs section about cargo train.}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = Generic_qm.png&lt;br /&gt;
|jobtitle = Quartermaster&lt;br /&gt;
|access = [[Cargo Loading Area|Cargo Bay]], [[Cargo Office]], [[Quartermaster Office]], [[Delivery Office]], [[Mining Station]], Mining Station EVA, [[Maintenance]], [[Mining Dock]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 22 years of age, 2 years experience in supply-management related fields, completion of NanoTrasen Introduction to Management Course.&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Order supplies and keep track of where they go, coordinate mining.&lt;br /&gt;
|guides = [[Supply Crates]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Quartermaster&#039;&#039;&#039;, your primary job is to order equipment to help keep the station running. You have up to three potential [[Cargo Technician]]s to help you redistribute things throughout the station. You also have authority over mining, and should try and coordinate the miners to meet the needs of the station.&lt;br /&gt;
&lt;br /&gt;
== Supply Points ==&lt;br /&gt;
Everything you order will cost varying amounts of supply points, which will slowly deplete a small pool of points you&#039;re granted at shift start.&lt;br /&gt;
It is your duty, as Quartermaster, to keep a steady influx of points by:&lt;br /&gt;
* Returning empty crates back on the supply shuttle, to gain a small 5 point bonus.&lt;br /&gt;
* Returning stamped manifests inside the crates, to gain an additional 2 point bonus.&lt;br /&gt;
* Sending stacks of Phoron and Platinum inside the crates, which grants many points when sent in large quantities (5 points per sheet).&lt;br /&gt;
&lt;br /&gt;
No other objects will grant points, so there&#039;s nothing to gain by sending any other items back except those listed above.&lt;br /&gt;
&lt;br /&gt;
== Filling Forms ==&lt;br /&gt;
As a Quartermaster, you have a couple of ways to deal with orders. There are three basic ways you can play it:&lt;br /&gt;
* Being a proactive Quartermaster by ordering crates based on current situations (Weapons crates if Aliens show up, an Emergency crate if a bomb goes off, etc.)&lt;br /&gt;
* Being bureaucratic by making the members of the station fill out forms, and thus ensuring that you have record of everyone who orders anything on file&lt;br /&gt;
* Ordering whatever people ask for with minimal paperwork.&lt;br /&gt;
&lt;br /&gt;
Any of them work, but keeping track of items ordered and delivered is usually a good idea.&lt;br /&gt;
&lt;br /&gt;
== Ordering Things ==&lt;br /&gt;
&lt;br /&gt;
If someone wants to order a crate, the basic procedure is this:&lt;br /&gt;
* Ask them to use the computer to print a requisition form.&lt;br /&gt;
* Ask them to get it stamped by a Head of Staff.&lt;br /&gt;
* Approve the request, order the crate, and send it to the station.&lt;br /&gt;
* PDA message, radio them, or just deliver it when it comes in.&lt;br /&gt;
&lt;br /&gt;
People usually skip asking a Head of Staff, but it&#039;s still a good idea to do so.&lt;br /&gt;
&lt;br /&gt;
If someone wants a specific item you have, do this:&lt;br /&gt;
* Grab a piece of paper and make a form with name, department, requested item, and why they need it.&lt;br /&gt;
* Hand them the paper and pen and let them fill it out.&lt;br /&gt;
* Ask for a stamp from one of the appropriate heads to certify the order.&lt;br /&gt;
* Grab a crate or clipboard and toss the paper in there.&lt;br /&gt;
&lt;br /&gt;
If someone wants something you don&#039;t have:&lt;br /&gt;
*Tell them you don&#039;t have it.&lt;br /&gt;
*See if you can make it using the Autolathe.&lt;br /&gt;
*If you can, make it and follow the steps for a specific item.&lt;br /&gt;
*If not, have them order the crate AND fill out the paper.&lt;br /&gt;
&lt;br /&gt;
The reason for all of this is to leave a paper trail; both for RP reasons and that traitors will be much less likely to order potentially dangerous things from you if they have to give you proof that they ordered it.&lt;br /&gt;
&lt;br /&gt;
You have a nifty little clipboard on your desk that can store every requisition form you get, so it&#039;s a good idea to use it. An assistant trying to order a Robotics crate or Plasma Assembly crate without good reason if likely to raise suspicions.&lt;br /&gt;
&lt;br /&gt;
== Crate Contents ==&lt;br /&gt;
See [[Supply crates]].&lt;br /&gt;
&lt;br /&gt;
==Disposals Mailing==&lt;br /&gt;
This is an alternative way of delivering items, and is usually preferable to MULE transport as long as the pipes are still intact.&lt;br /&gt;
&lt;br /&gt;
#Wrap your item/crate with package wrapper.&lt;br /&gt;
#Pick up the destination tagger and click in your hand to set a destination.&lt;br /&gt;
#Use the destination tagger on the parcel.&lt;br /&gt;
#* Optional: Use a pen to write a message on the parcel, or custom set a destination.)&lt;br /&gt;
#Stick it on the conveyor, or dump it in a disposals unit, and let the system handle it.&lt;br /&gt;
#*Tip: Click and drag the large parcels to disposals units to put them in. This can only be done a few times however.&lt;br /&gt;
&lt;br /&gt;
You can also gift wrap packages, but these cannot be tagged with a destination, and have to be delivered manually. This will not work with large objects. The process is slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
#Pick up the item you want to gift wrap.&lt;br /&gt;
#Hold a sharp object in your other hand. (Wirecutters are the most common for this.)&lt;br /&gt;
#Click the wrapping paper with the item you want to wrap.&lt;br /&gt;
&lt;br /&gt;
Gift wrapping a human is also possible, but they must have a straight jacket on and you need the wrapping paper in your hand. This is usually not a good idea.&lt;br /&gt;
&lt;br /&gt;
== The Warehouse ==&lt;br /&gt;
The cargo warehouse at roundstart contains a wide variety of randomly generated items.&lt;br /&gt;
&lt;br /&gt;
With the exception of stacks of phoron and platinum, and empty crates, the items in the warehouse will not give cargo points if sent back on the shuttle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a Traitor QM is one of the best damn things in the game. As a Quartermaster, you have direct and easy access to weapons and tools many other jobs do not have access to, and can easily conceal most of your nefarious deeds. Cutting the cameras is the first step to success, followed closely by ordering and hiding a weapons crate. If you&#039;re feeling daring, order an [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]] and use it on the ordering computer to get the Special Ops crate, which has some nifty things. Problem is, it makes it a dead giveaway that you&#039;re a traitor, so pocket what you want to keep, space what you don&#039;t, and send the crate back.&lt;br /&gt;
&lt;br /&gt;
=== Black Market ===&lt;br /&gt;
Your Autolathe can be hacked to make nifty toys like [[Rapid Construction Device|RCDs]] and [[Flamethrower|Flamethrowers]]. It&#039;s usually not advisable, or even needed, but it&#039;s an option if need be. You don&#039;t even need a multitool for this one. Just snip and fix till you find the one that turns off the blue light.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Rsz_auroralastestmap.png&amp;diff=4227</id>
		<title>File:Rsz auroralastestmap.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Rsz_auroralastestmap.png&amp;diff=4227"/>
		<updated>2016-07-22T11:54:57Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Nanako uploaded a new version of &amp;amp;quot;File:Rsz auroralastestmap.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Rsz_auroralastestmap.png&amp;diff=4226</id>
		<title>File:Rsz auroralastestmap.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Rsz_auroralastestmap.png&amp;diff=4226"/>
		<updated>2016-07-22T11:50:52Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Nanako uploaded a new version of &amp;amp;quot;File:Rsz auroralastestmap.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=4221</id>
		<title>Guide to Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=4221"/>
		<updated>2016-07-17T15:58:10Z</updated>

		<summary type="html">&lt;p&gt;Nanako: phoron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction to Mining==&lt;br /&gt;
For a job that is primarily out in space, mining is a relatively safe, even boring, occupation. Still, the entire station is depending on you to bring back those all-important phoron and minerals. Just follow a few guidelines here to keep yourself from becoming lost in the mines.&lt;br /&gt;
&lt;br /&gt;
The Mining Dock, containing the shuttle to the Mining Outpost, is located just below the Cargo Office.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Equipment==&lt;br /&gt;
The following is a complete list of mining equipment:&lt;br /&gt;
* [[File:Mining_Hardsuit.png|32px]] &#039;&#039;&#039;Mining Hardsuit and Helmet&#039;&#039;&#039;: Used so you can mine with impunity on the airless, cold, resource-rich planetoid.&lt;br /&gt;
* [[File:BreathMask.png|32px]] &#039;&#039;&#039;Breath mask and Oxygen Tank&#039;&#039;&#039;: So you can have oxygen when mining. Get an O2 tank from the tank dispenser, and wear it on your suit storage slot.&lt;br /&gt;
* [[File:MGlasses.png|32px]] &#039;&#039;&#039;Meson Scanners&#039;&#039;&#039;: Lets you see where the ore is through the rock.&lt;br /&gt;
* [[File:MiningPick.gif|32px]] &#039;&#039;&#039;Mining Tools&#039;&#039;&#039;: For tunneling through everything. Place this on your belt; it saves room. Alternatively, you can get various drills and other tools from science. These will dig faster, and may have other advantages.&lt;br /&gt;
* [[File:Shovel.png|32px]] &#039;&#039;&#039;Shovel&#039;&#039;&#039;: For gathering sand. You can stick this in your backpack, or just not bother with it and trust the drill technicians to bring in any sand the station may need.&lt;br /&gt;
* [[File:Lantern.png|32px]] &#039;&#039;&#039;Lantern&#039;&#039;&#039;: For seeing in the dark. Put one in your pocket.&lt;br /&gt;
* [[File:OreSatchel.png|32px]] &#039;&#039;&#039;Ore Satchel&#039;&#039;&#039;: For carrying ore without using an ore box, and holds 25 ore nuggets. Get at least one of these and make sure the bag is set to &amp;quot;all on tile&amp;quot; (the default setting). Use in conjunction with an ore crate; hold the satchel and drag the crate. (Newbie tip: This does not work like a backpack.  Hold it in your hand and click the ore with that hand to pick it up.)&lt;br /&gt;
* [[File:Forensic0-old.png|32px]] &#039;&#039;&#039;Ore Detector&#039;&#039;&#039;: Used for finding out what types of ore are nearby, so you can decide where best to set up the drill. Make sure you hold still while scanning, or you won&#039;t get any output.&lt;br /&gt;
* [[File:OreCrate.png|32px]] &#039;&#039;&#039;Ore Crate&#039;&#039;&#039;: Used for carrying huge amounts of ore. While a satchel can only hold 25 nuggets, this can hold 1000. Use your satchel on the box to empty it into the box. To unload it, place the box in the unloading machine&#039;s input slot or right-click the box and choose the unload option. Drag this around with you. Can be loaded into a Ripley exosuit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear that will be very handy, but not included:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Crowbar.png|32px]]&#039;&#039;&#039;Crowbar&#039;&#039;&#039;: To remove the power cell from the drill. Also handy in case you come back from the mines to a power outage.&lt;br /&gt;
* [[File:Screwdriver_tool.png|32px]]&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: Needed to open the maintenance hatch on the drills. Also generally handy.&lt;br /&gt;
* [[File:Wrench.png|32px]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;: To secure the drill parts together.&lt;br /&gt;
* [[File:Ripley.png|32px]] &#039;&#039;&#039;Ripley&#039;&#039;&#039;: These mechs are awesome at mining. A Ripley equipped with a drill and with an ore box loaded up (using the Hydraulic Clamp) mines three squares at a time and automatically picks up any ore gained from the squares. Upgrading it with a diamond drill will let you drill through reinforced walls, etc., but will not actually speed up the mining time.&lt;br /&gt;
&lt;br /&gt;
==Old-school Mining==&lt;br /&gt;
Before you embark on a mining adventure, it is highly advised that you obtain a proper mining hardsuit, Meson goggles, an ore satchel, and a mining pick. All you need to do is walk around and thanks to the goggles you will be able to see any ore within the walls. Click on the wall with the drill in your hand to start digging! When you have a gathering of ore beside you, click on your ore satchel to pick up any ore in an extended radius by you. Once full, stash the ores in a ore box by clicking on it with the satchel in your hand. If you are holding a pick in your inactive hand, you can bump into the rock wall to start mining it, and you can mine as many as three tiles at a time.&lt;br /&gt;
&lt;br /&gt;
=== Mining Tools ===&lt;br /&gt;
Your major source for tools, other than your drill, will be Research &amp;amp; Development. The better you keep them supplied, the better their research goes and the more likely it is they&#039;ll be able to make you high-level tools. Occasionally you&#039;ll also find old mining sheds in the asteroid, which you can break into (by digging through or dismantling walls), and which may or may not contain something useful or interesting. Among the possibilities are better mining tools.&lt;br /&gt;
&lt;br /&gt;
From slowest to fastest:&lt;br /&gt;
*Drill: Your basic drill. Slow, but you can get it right away.&lt;br /&gt;
*Advanced mining drill: Get this from Research. It can be made without any special materials from the asteroid, so if they&#039;re on the ball you may start out the shift with one.&lt;br /&gt;
*Silver pickaxe: Occasionally found on the asteroid. As fast as an advanced mining drill, and makes no metallurgic sense.&lt;br /&gt;
*Sonic Jackhammer: Get this from Research. Twice as fast as the basic drill, this jackhammer requires silver from the asteroid.&lt;br /&gt;
*Golden pickaxe: Occasionally found on the asteroid. As fast as a sonic jackhammer, and makes no metallurgic sense.&lt;br /&gt;
*Plasma cutter: Made at Research. As fast as the sonic jackhammer, but smaller and also cuts through walls.&lt;br /&gt;
*Borg drill: The drill you start off with if you&#039;re a mining cyborg. It&#039;s faster than a plasma cutter but not as fast as a diamond tool.&lt;br /&gt;
*Diamond pickaxe: Can occasionally be found on the asteroid. Twice as fast as the plasma cutter.&lt;br /&gt;
*Diamond Drill: The fastest digging tool out there. Research can make you one, but it takes diamond and high-level research.&lt;br /&gt;
&lt;br /&gt;
==Ripley APLU 101==&lt;br /&gt;
If Robotics is kind (insert: functioning), odds are one of the first creations from their lab will be a Ripley APLU for Mining. The machine is typically outfitted with a drill and a hydraulic clamp. Although a good Roboticist will quickly explain the features when asked, the Ripley does offer external lighting, life support, and various user-control security measures. To access the APLU&#039;s menu, click on the &amp;quot;Exosuit Interface&amp;quot; tab followed by &amp;quot;View Stats.&amp;quot; To select your active tool, click on the name under &amp;quot;Equipment.&amp;quot; An underline means it is not active. To load a box into the Ripley, click on the box while facing it with your hydraulic clamp active. To mine, walk into the rock wall with your drill active.&lt;br /&gt;
&lt;br /&gt;
==Drill 101==&lt;br /&gt;
For most drill functions, you will need a crowbar, wrench, and a screwdriver. At time of writing, the drill is found in three parts - A mining drill head and two mining drill braces. In order to set the drill up, drag all three pieces to the drill site. The mining station has two drills available for use.&lt;br /&gt;
&lt;br /&gt;
To set up the drill, place the two braces beside the drill head, and if necessary, turn them so the arms face the drill. Click on the braces with a wrench in your hand to secure them in place. To turn the drill on, click on the drill.&lt;br /&gt;
&lt;br /&gt;
As the drill is powered by a power cell, the occasional change is required. To change, click on the drill head with a screwdriver in your hand. Click on the drill afterwards to remove the power cell.&lt;br /&gt;
Science can upgrade the drill with bigger power cells.&lt;br /&gt;
&lt;br /&gt;
To empty the drill, place an ore box beside it. Click &amp;quot;Unload Drill&amp;quot; under the &amp;quot;Objects&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
==Furnace 101==&lt;br /&gt;
There are two points where the furnace can be loaded - One is on the port side of the furnace, immediately beside the belt lever inside the camp. The other is the conveyor belt found starboard, outside the camp. Although both can unload crates automatically, the outside belt is set to have any miner unload the crates themselves. The furnace is operated from inside the station. You can produce multiple products at once, but smelting or compressing something that has no corresponding product will produce useless slag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Ores===&lt;br /&gt;
{| 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:Maroon;color:white;&#039; |Name&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Wall&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Raw Ore&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Smelted&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Compressed&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Door&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
|Hematite&lt;br /&gt;
![[File:Mining iron.gif|50px]]&lt;br /&gt;
![[File:Ironore.png|50px]]&lt;br /&gt;
! Iron&lt;br /&gt;
! None&lt;br /&gt;
![[File:Irondoor.gif|50px]]&lt;br /&gt;
|For use in steelmaking.&lt;br /&gt;
|-&lt;br /&gt;
|Impure silicates&lt;br /&gt;
![[File:minefloor.png|50px]]&lt;br /&gt;
![[File:Sandore.png|50px]]&lt;br /&gt;
|[[File:Glass.png|center|50px]]&lt;br /&gt;
![[File:Sandstone.png|center|50px]]&lt;br /&gt;
|[[File:Sanddoor.gif|50px]]&lt;br /&gt;
|For making glass, which has a plethora of station applications.&lt;br /&gt;
|-&lt;br /&gt;
|Native gold&lt;br /&gt;
![[File:Mining gold.gif|50px]]&lt;br /&gt;
![[File:Goldore.png|50px]]&lt;br /&gt;
![[File:Golddone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Golddoor.gif|50px]]&lt;br /&gt;
|For making various electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Native silver&lt;br /&gt;
![[File:Mining silver.gif|50px]]&lt;br /&gt;
![[File:Silverore.png|50px]]&lt;br /&gt;
![[File:Silverdone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Silverdoor.gif|50px]]&lt;br /&gt;
|Making mechs and for material research.&lt;br /&gt;
|-&lt;br /&gt;
|Phoron&lt;br /&gt;
![[File:Mining phoron.gif|50px]]&lt;br /&gt;
![[File:Plasmaore.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Plasmadone.png|50px]]&lt;br /&gt;
|[[File:Plasmadoor.gif|50px]]&lt;br /&gt;
|The reason you&#039;re here.&lt;br /&gt;
|-&lt;br /&gt;
|Diamond&lt;br /&gt;
![[File:Mining diamond.gif|50px]]&lt;br /&gt;
![[File:Diamondore.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Diamonddone.png|50px]]&lt;br /&gt;
|[[File:DiamondDoor.gif|50px]]&lt;br /&gt;
|For making mech parts, among other industrial uses.&lt;br /&gt;
|-&lt;br /&gt;
|Pitchblende&lt;br /&gt;
![[File:Mining pitchblende.gif|50px]]&lt;br /&gt;
![[File:Uraniumore.png|50px]]&lt;br /&gt;
![[File:Uraniumdone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Uraniumdoor.gif|50px]]&lt;br /&gt;
|For various radioactive tasks.&lt;br /&gt;
|-&lt;br /&gt;
|Coal&lt;br /&gt;
![[File:Mining coal.gif|50px]]&lt;br /&gt;
![[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Plastic.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
! None&lt;br /&gt;
|For use in steelmaking and plastics.&lt;br /&gt;
|- None&lt;br /&gt;
|Platinum&lt;br /&gt;
![[File:Mining platinum.gif|50px]]&lt;br /&gt;
![[File:Platinumore.png|50px]]&lt;br /&gt;
![[File:Platinum.png|50px]]&lt;br /&gt;
!Osmium&lt;br /&gt;
! None&lt;br /&gt;
|For making osmium or sending to Centcomm via Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|Hydrogen&lt;br /&gt;
! None&lt;br /&gt;
![[File:Hydrogenore.png|50px]]&lt;br /&gt;
!Tritium&lt;br /&gt;
![[File:Hydrogen.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|For making tritium fuel or metallic hydrogen for R&amp;amp;D.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Alloys===&lt;br /&gt;
&lt;br /&gt;
{| 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:Maroon;color:white;&#039; |Raw Ores&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Product&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Name&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|Steel&lt;br /&gt;
|For use in all kinds of tasks around the station.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]] [[File:Platinumore.png|50px]]&lt;br /&gt;
![[File:Metal r.png|50px]]&lt;br /&gt;
|Plasteel&lt;br /&gt;
|An alloy of hematite, platinum and coal, for reinforced tables and reinforced walls&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shipping the Ores==&lt;br /&gt;
One of the reasons why the NSS Aurora exists is to mine phoron to send back to Central. Although phoron is always in demand with Medical and Science, by shipping phoron back to Central you receive an abundance of cargo points.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=4194</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=4194"/>
		<updated>2016-07-05T13:24:16Z</updated>

		<summary type="html">&lt;p&gt;Nanako: minor correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dionae&lt;br /&gt;
 |Scientific = D. Primo&lt;br /&gt;
 |Image = Dionaea410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Rootsong&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dionae that most people will see will come in two forms: a small, stout nymph, and a working form that is best put as &amp;quot;a moving, bipedal bush&amp;quot;. Regardless of their appearance - they are not truly plants - genetics point out that they have functions common to animals, plant and mold cells. As a result, they have quite a unique [[Dionaea#Language|language]], composed of an almost melodic combination of rattling, rustling, creaking and various vocalizations. &lt;br /&gt;
&lt;br /&gt;
Legally, they are complicated - due to their nature, a nymph is considered an animal - and thus technically have rights, mostly in the realm of animal abuse if harmed/killed with no purpose. However gestalts are a little bit more complicated, with terms and conditions - though it can be summed up as considering a gestalt as an individual, and thus termination of one would result in a murder charge just as standard crew.&lt;br /&gt;
&lt;br /&gt;
And that same nature also created a grammatical exception; Diona refers to the nymph, and Dionae is plural - multiple nymphs. However, because gestalts are entities in themselves, there is a &amp;quot;plural of plurals&amp;quot; - Dionaea, defining multiple groups of Diona.&lt;br /&gt;
&lt;br /&gt;
They are truly omnivorous - having shown being capable of quickly assimilating almost any matter to grow - but generally do not eat, as sources of radiation (electromagnetic or otherwise) are claimed sufficient to sustain them. While they are highly intelligent - and even quick to think, in some cases - their physical speed is extremely low, to the point where even a wounded person could outrun them. It is assumed to be due to evolutionary traits favoring energy economy over speed.&lt;br /&gt;
&lt;br /&gt;
An immature Diona nymph, through means still not fully understood, can assimilate information - knowledge of language, most notably - through genetic material, most often being a minuscule blood sample. Research is being actively done in this domain - as if these results could be replicated, it could lead to extremely efficient learning processes.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the strange, plant-like Dionaea, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Custom language accessible with :r prefix&lt;br /&gt;
*Weakness to fire&lt;br /&gt;
*Feeds off light&lt;br /&gt;
*Completely unaffected by atmosphere (or lack thereof)&lt;br /&gt;
*Completely immune to pressure and temperature (or lack thereof) - can venture into space with nothing more than a flashlight for food&lt;br /&gt;
*Heals brute damage when exposed to radiation&lt;br /&gt;
*Walks/runs slowly&lt;br /&gt;
*Can absorb nymphs through context menu&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Dionae&#039;s history is highly debated - with no significant evidence, xenoarcheological or actual, towards an origin point - most notably due to the tendency of space-bound gestalt&#039;s seeds to travel immense distances. The species itself does not have concrete information on this subject - however many people of all species have linked them to mythological being, as it is thought that the species is old enough to have spread to a significant portion of the galaxy, including all of the currently colonized areas.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part One - The Conglomerate===&lt;br /&gt;
The Dionae are considered to have been discovered three times. &lt;br /&gt;
&lt;br /&gt;
The first discovery - the one that proved their existence - was an immense pod-like gestalt. It is theorized to have contained upwards of a thousand nymphs, protected in a thick, haphazard organic shell that took the shape around whatever body it hit and integrated within itself. &lt;br /&gt;
&lt;br /&gt;
The entity was put into observation by its Skrell discoverers, being labeled as a simple organic anomaly - the lack of atmosphere and contact making communication not even a thought. Interaction did not happen until much later.&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Two - The Organic Craft===&lt;br /&gt;
&lt;br /&gt;
The Dionae were found, the second time, in 2426. An anomalous reading tipped off a scout ship - part of a Human-Skrell joint practice operation. A low-intensity yet high-frequency energy signature in the middle of seemingly nowhere, far in deep space. &lt;br /&gt;
&lt;br /&gt;
Upon investigation, a large mass - now known to be the result of six hundred nymphs being overgrown - was present. It was definitely organic - yet it showed readings similar to a space craft, including a simple (and empty) supermatter reactor and some sort of rudimentary drive. It seemed inactive. &lt;br /&gt;
&lt;br /&gt;
However, upon approach - the craft took life, quickly dashing towards one of the human frigates, shrugging off the firepower and attaching itself to the ship. It moved like nothing they had ever seen - a captain of the nearby frigate even provided this description: &amp;quot;Like a fish moving as if space was an ocean&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It quickly infiltrated it, bending hull and causing breeches, eventually reaching the ship&#039;s own power plant, siphoning power off. The ship saw no further damage - however it was already done, all the engineering decks were breached and the ship no longer had enough power for the engines.&lt;br /&gt;
&lt;br /&gt;
Under the orders of the Skrell Fleet Admiral (at least the equivalent of it) and with the approval of the incapacitated ship&#039;s captain, the exercise was canceled and the ships returned home, requesting a few science vessels and a rescue shuttle to be sent to them. Unfortunately, when they did arrive roughly a week later, no life was found aboard. The ship was considered derelict - and the vessels returned home, with a warning being placed on both of their star maps about a possibly hostile lifeform there. This event also caused a rigorous security increase in the observation of the first structure, causing the Dionae to be officially labeled as &amp;quot;potentially hostile to Humans and Skrell&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Discovery, Part Three - The Dead Planet===&lt;br /&gt;
&lt;br /&gt;
The final time the Dionae were found was in Epsilon Ursae Minoris - where a large piece of their home planet had crashed into another world. The world in question was found by Skrell Captain Weriu Tup - who had been exploring stars on the behalf of the Jargon Empire, in order to find new habitable planets for expansion. That particular world had attracted attention due to two main factors, which conflicted with one another: the readings were highly unusual, yet all of the planet&#039;s landmass was covered in greenery. &lt;br /&gt;
&lt;br /&gt;
Of course, such a thing was exceptional, and warranted more investigation. And so, over time, several more vessels - under the guise of a &#039;scientific fleet&#039; lead by Captain Tup - investigated it, took readings, analyzed it. And with that came more and more strangeness - organic structures, strangely coherent signals, and so on. It was not until much later - after a scientist applied a cryptoanalytic AI (before the widespread cessation of research occurred) that they realized that the planet seemed &#039;&#039;sentient&#039;&#039;. It is during this time that the first attempted communications with Dionae were made successfully, albeit primitively - the Dionae only had rudimentary radio communication devices. Bolstered by such a discovery, Captain Tup managed a landing, an AI interface translating between the Rootsong and him. &lt;br /&gt;
&lt;br /&gt;
The Captain stayed, at first, for a few weeks - learning much about the Dionae, and helping make a complete translation guide between the two. But time went by, and soon Captain Tup was forced to make a decision. A permanent agent was requested - he could either resign as a Captain and become the official ambassador of the Skrell with the Diona, or leave the planet. He chose the former - and stayed nine more years, until toxic flora ended his life. &lt;br /&gt;
&lt;br /&gt;
Eventually, an agreement was made - the Dionae would get Skrell genetic samples (which allowed them to understand Skrellian - although their limited physiology prevented them from speaking it) and an information trade deal would be signed in favor of the Dionae - and in exchange, they would allow the collection of their seeds in the goal of creating more nymphs for research, and the Dionae would assist them in tasks, being a relatively inexpensive (and unrestricted) labor force. &lt;br /&gt;
&lt;br /&gt;
However, the planet was quickly nicknamed &amp;quot;The Dead Planet&amp;quot; for two reasons - first, animal life seemed completely absent. As a matter of fact, except for the Dionae and a few select species of tough plants, the biodiversity was almost nil. Second, the thick coverage of Dionae growth meant that there could be no building potential - and so it meant that it was, technically, inhospitable for life, as no permanent settlements could be made. &lt;br /&gt;
&lt;br /&gt;
A third reason, however, quickly found its way into the name: a few deaths occurred, and no body was ever found. &lt;br /&gt;
&lt;br /&gt;
===Aftermath of Contact===&lt;br /&gt;
With this new-found information, the large object - the first sighting of Dionae - was finally contacted. They were informed of, and agreed to, the deal made in Epsilon Ursae Minoris. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nralakk, where it remains to this day the main source of dionae pods, nymphs, and seeds.&lt;br /&gt;
&lt;br /&gt;
A second attempt was also made at contacting the &amp;quot;Diona Craft&amp;quot; - with success. Data was exchanged - valuable, in fact, as they had additional information about the phenomenon known to humans as the [[Bhowmick-Mukherji Effect]], and helped improve efficiency in supermatter energy collection. Unfortunately, a piece of information given by this gestalt permanently damaged Dionae public opinion.&lt;br /&gt;
&lt;br /&gt;
Of course, with the current status, the question was asked: where is the crew? &lt;br /&gt;
&lt;br /&gt;
Correlated with the logs acquired later, the scenario became clear. The Diona&#039;s infiltration of the power plant not only caused the engines to fail, but life support. With all the breeches present, it did not take long for the crew to suffocate and die. And once that was done, the Diona (and it is quoted) &amp;quot;simply assimilated their form to learn about your species and conserve matter&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This information, while held &amp;quot;classified&amp;quot; for a long time, eventually were leaked to the public by disgruntled and scared sailors - on both human and skrell sides - earning them the nickname, among humans, of &amp;quot;Gravemind&amp;quot; in reference to a 21st century videogame. The Skrell were more keen in calling them &amp;quot;Saapimaa Rakhomm&amp;quot;, or &amp;quot;Deathflower&amp;quot;. In general, it made a lot of people quite wary of them.&lt;br /&gt;
&lt;br /&gt;
=== Integration in Society ===&lt;br /&gt;
Their value, however - along with general helpfulness, high curiosity and impressive intelligence, even to the Skrell - gave the Dionae enough going for them that they were not phased out, and are commonly seen aboard space stations and spacecraft, especially human-owned. The Skrell have, however, started a new program to find and appropriate any other Dionae groups to ensure proper incorporation - or destruction, should the group be too dangerous. This program has already uncovered three dozen gestalts.&lt;br /&gt;
&lt;br /&gt;
====Mythological associations====&lt;br /&gt;
Bearing a wood-like appearance, a small bulbous nymph and with the tales of necrophagy, the Dionae have been said to actually have been the species behind several mythical creatures - such as the humans&#039; Green Man and Leshy, and even the Mandragora and Man-Eating Tree. Most notably - it has been linked to a wise, ancient God of Life by some Skrell - the Oernabi (Tree-God), who was said to be benevolent to those seemed worthy. Such a belief spawned the Dienabi religion - the term literally meaning &amp;quot;tree child&amp;quot; - which stipulates that it is possible to ascend to the status of a noble Diona by protecting them with your life - after which they absorb and transform the martyr. Captain Weiru Tup is considered to be the first &amp;quot;ascended&amp;quot; of this kind, earning him almost as much veneration. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Dionae does not have a universal culture - mainly due to the fact that there are several clusters separated by vast distances, and as such Dionae can vary as much between groups as entire species can - the only two common factor being the naming conventions, which when translated seem to be based around actions or experiences (such as &amp;quot;Leaf that Grasps the Sky&amp;quot; or &amp;quot;Wind Howling through Ocean&amp;quot;) and the [[Dionaea#Language|Rootsong]]. &lt;br /&gt;
&lt;br /&gt;
Strangely enough - they see each body as an individual - as such, while a larger gestalt can identify with a name, any group that splits from it usually adopt another name, despite the links between the two. It is theorized to be an easy method of categorizing data - by knowing what came from which experience.&lt;br /&gt;
&lt;br /&gt;
They do not have any claims on any known world so far (the Epsilon Ursae Minoris world having agreed to be filed under the Jargon Empire), and as such no government or hierarchy - most relations and interactions being based on agreements and non-committed verbal/physical contracts, though many see the bond a gestalt has with it&#039;s &amp;quot;offspring&amp;quot; - the fragments of it it sends away - is often seen as their only form, as it is almost absolute.&lt;br /&gt;
&lt;br /&gt;
Furthermore - the Dionaea never have developed any form of media-based communication - all knowledge disseminated to, from and between Dionae is usually made through verbal or physical means, under processes not yet fully understood. They do not have native writing, drawing or any form of tangible &amp;quot;archives&amp;quot; - yet gestalts still show impressive knowledge quite often, pointing towards the species having memory on-par, if not superior, to digital data storage solutions known to species. Most interestingly - the Dionaea have proven to defy known neuroscience by actually being able to learn to write, read and draw from other species, even without their known genetic learning, by simply observing. They are the only species, so far, known to be capable of such a feat - as it was thought that it was necessary to have generations of ingrained manual dexterity and muscle memory in the species to be able to do so.&lt;br /&gt;
&lt;br /&gt;
However, there ARE several known groups with common cultural traits:&lt;br /&gt;
&lt;br /&gt;
===Epsilon Ursae Minor shell===&lt;br /&gt;
The first Dionae to have communicated with other sapients, Dionae from EUM have become highly focused on being efficient, having learned and adapted to Skrell culture. Most notably - the system has become notorious for being a checkpoint shipyard as the Dionae there most often specialize in engineering tasks. Of course - the exposition to the Skrell has made them wary of synthetic intelligence. Furthermore, they are the only known group with an unified creation theory - according to them, Dionae have been at home in &amp;quot;the Great Void&amp;quot; - as paraphrased - since the beginning of their existence, and their creation should have been nothing short of impossible.&lt;br /&gt;
&lt;br /&gt;
===Reade Colossus===&lt;br /&gt;
Discovered on [[Tau Ceti#Reade|Reade]], this isolated and small group is sometimes seen on facilities across Tau Ceti. They are reported to be highly social, a Biesel bar even boasting an occasional Dionae bartending experience. This particular gestalt seems particularly knowledgeable about the goings of supply and civilian departments - though they are often seen with distrust due to the rumors of Reade. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DSS Ophion&amp;quot; Colossus/Shell===&lt;br /&gt;
Jokingly given the nickname &amp;quot;Dionae Space Station Ophion, Keeper of Life&amp;quot;, the Ophion group is constituted of the &amp;quot;second-discovery&amp;quot; craft. Workers are regularly hauled between Ophion and Tau Ceti - as while they are seen as methodical and even cold, there is no denying their scientific methodology. However - all stations whom host one are instructed to keep an eye on them, should they become hostile for whichever reason. &lt;br /&gt;
&lt;br /&gt;
===Venter&#039;s Satellite===&lt;br /&gt;
A new discovery, Venter&#039;s Satellite is one of the few known Satellite-class Dionaea. Rather reclusive, they seem to have an immense amount of knowledge in atmospheric systems, having designed a circulatory array within themselves. Slow and meticulous - this group has elected to provide the Sol Alliance with Worker bodies in exchange for large amounts of biomass from various species - with supplementary &amp;quot;credit&amp;quot; for sapient specimens. They do not seem to fear extinction at the phase they have found themselves to be in, with &amp;quot;shards&amp;quot; of the gestalt being of almost nil importance.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
Of course, these are the large known groups. There is a total of eighty-one known subgroups with various traits - and an unknown amount of yet undiscovered groups.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
While they can understand all languages, if exposed to the genes of a speaker, their physical limitations only allow them to speak a handful; most Dionae that work aboard human facilities only know Common and their language - however they are capable, due to their biological flexibility, to emulate most other languages - Gutter and Tradeband are easily talked (if a little slow with certain subjects who use only one Nymph to communicate), while Sinta&#039;Unathi is spoken perfectly. Their physical slowness, however, makes it difficult to talk Sik&#039;Maas, the meaning sometimes being lost in the slowness of their &amp;quot;ear&amp;quot; and &amp;quot;tail&amp;quot; limbs when grown. And Skrellian is simply out of their range - the speed and pitch variance needed for it is simply impossible to match through regular means. Their speech, regardless of which language they speak (except Rootsong for obvious reasons) sounds airy, with various tones - quite often multiple ones, as a popular means of speaking is by &amp;quot;balancing&amp;quot; words between the various nymphs.&lt;br /&gt;
&lt;br /&gt;
Their language, named &amp;quot;Rootsong&amp;quot; (as translated), uses various limbs and membranes to imitate what most would see as &amp;quot;natural&amp;quot; sounds - leaves whisking in the wind, branches rubbing - and even some instrumental sounds, at times (flute-like sounds and drumming being common). However, to those who can discern it - Rootsong is a true orchestra of language. Syntax and grammar are simply part of the song, reflected in tempo and beats, while emotions are conveyed through pitch and the imitation of weather effects, such as wind and moisture. Most interestingly - the sound itself is only a byproduct of their body structure, as some humans have successfully learned Rootsong (without the emotional intonations) through violin and calliope organs. Xenohistorians often use the Rootsong as evidence that the Dionae evolved in conditions involving an atmosphere.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Dionae, by virtue of being an unique lifeform, feature an anatomy seen almost nowhere else. &lt;br /&gt;
&lt;br /&gt;
Their base form, the nymph, has very few organs (which have no set structure): the neuralias, which behaves like a cluster of neurons, the chlorodermates which attach together to form a light-sensitive skin that produces usable energy, the optical organs, the glucose sacs that process the sugars made by the chlorodermates, the &amp;quot;motor organs&amp;quot; which allow them (and their growths) to move, and the circulating system - which is equivalent to our heart, veins and arteries combined. While they usually only have a single circulation system and optical organs, the others can find themselves in almost combination of numbers as they dedicate themselves to a task - processing nymphs would have a higher count of neuralias, while those who dedicate to motion would have a higher number of glucose sacs and motor organs. Interestingly, Dionae are perfectly adapted to life in a vacuum environment. &lt;br /&gt;
&lt;br /&gt;
However, it is to be noted that because they dedicate themselves to a task, they all require at least one of each organ to survive, and as such even a basic nymph has rudimentary intelligence, equivalent to a very young human child.&lt;br /&gt;
&lt;br /&gt;
The work form that you all know are actually an amalgam of various nymphs - usually from three to six, and most often with one thought-dedicated linked to an energy-decidated and one to three motion-dedicated nymphs, all working together. Furthermore, this symbiosis means that if a nymph becomes sick - or even dead - it must be treated/removed for the Diona body to be healthy, though interestingly enough they will often reabsorb the dead nymph, with no obvious downsides, to be used as a source of nutrients. &lt;br /&gt;
&lt;br /&gt;
Fortunately, they structure themselves (generally) in a manner that almost emulates most other sapient organisms, and as such surgery is not too complicated - with structures clearly functioning as motor devices, with a skeleton-like substructure made of a material similar to the core of a tower-cap mushroom, which unfortunately takes an extended amount of time to heal, and can be hazardous to nymphs if used regardless - much like the bones of a standard humanoid, down to the fact that they can (and should) be repaired just like one.&lt;br /&gt;
&lt;br /&gt;
Even so, very little is actually known about the function of their larger gestalts - except that Dionae do not have natural deaths, and are functionally immortal as far as is known.&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Dionae follow a more plant-like reproduction cycle; they are asexual, and approximately once per year, a gestalt will release a large amount of seeds in it&#039;s surroundings (regardless of it&#039;s location), which will be carrying by whichever forces are applied upon them (the spores having a configuration that is even adequate to be spread by solar winds).&lt;br /&gt;
&lt;br /&gt;
Once the seeds reach an adequate location, the seed anchors itself and starts developing into a Diona replicant pod - which is, in essence, a Diona egg. The pod absorbs the nutrient it needs - water, oxygen, carbon and other elements - from it&#039;s surroundings, when available, to grow and eventually hatch. Once hatched, a pod will produce an almost mature nymph. &lt;br /&gt;
&lt;br /&gt;
Given proper conditions, a pod can fully grow a nymph within half an hour - however, should the pod run out, it will go into dormancy until proper conditions are met - and as such, in particularly barren conditions, it can take centuries for a pod to complete development. &lt;br /&gt;
&lt;br /&gt;
=== Metabolism ===&lt;br /&gt;
As mentioned, the Dionae can obtain nutrients from any source - including ambient air, to grow. Furthermore, they only need a source of energy - light is by far the safest and most common, but direct electricity has been observed, and one particular case was found of a &amp;quot;Flaming Diona&amp;quot; which self-fed by absorbing nutrients and matter for the fire to burn to provide its energy. &lt;br /&gt;
&lt;br /&gt;
However, it is noted that radiation - lethal to most other forms of life - is EXTREMELY beneficial to Diona, accelerating their growth geometrically, especially if given organic matter to process.&lt;br /&gt;
&lt;br /&gt;
====On Electrical Feeding====&lt;br /&gt;
Some studies in Dionae feeding habits has recently shown a very interesting (and, according to leading Skrell scientists and institutions, quite worrying) trait. As electricity is a form of energy, a trained gestalt can, and has, drawn energy from a test rig constituting of a power source (in this case a standard Teranium power cell, identical in make to those in power controller across so many space stations), a resistor and an electrical interface point (in this case, two large copper plates linked together by a series of high-resistance diodes). Further studies would be required to fully understand  the process, level and implications of the phenomena - but some scientists are thinking that adding such a training to the curriculum that some Dionae undertake could result in the pinnacle of engineering crew - a crewmember who needs no special machinery but a power cell to survive the dark, cold vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
The Dionae, being by its very nature a compound creature, comes in several known and theoretical forms with several characteristics: &lt;br /&gt;
&lt;br /&gt;
=== Nymph ===&lt;br /&gt;
The default form tackled above. Medium intelligence, extremely curious, extreme learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Worker ===&lt;br /&gt;
The most commonly seen form, this occurs when three to six nymphs link together and grow a humanoid body. Highly intelligent.&lt;br /&gt;
&lt;br /&gt;
=== Colossus ===&lt;br /&gt;
A rare form, the Diona Colossus is a large network - often upward of a dozen - of nymphs inter-connected, forming a veritable physical and information net. The Skrell are looking into inducing this form and using it as a controlled organic processor for facilities. Very high intelligence, low learning potential. &lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
An even rarer form, a Diona Shell is a large-scale structure - the ones found were made of more than hundreds of nymphs - exhibiting advanced intelligence and isolationist tendencies. One particular example was found growing around a derelict space station - it is also believed that the &amp;quot;Organic Craft&amp;quot; that attached itself to the human cruiser reached at least this state. Extreme intelligence, assumed low learning potential.&lt;br /&gt;
&lt;br /&gt;
=== Satellite ===&lt;br /&gt;
Only two such forms were ever observed (that being the gestalt above Mralakk, the second being the recent Venter&#039;s Satellite), a Diona Satellite is just that - a mass of Diona so immense, in the orders of a million nymphs, that it can be considered a stellar body. The specimen observed seems reluctant to communicate despite showing they are capable, and show a natural (but weak) magnetic field and radiation emission. Unknown capabilities - theorized to be more intelligent than most other forms of intelligences, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
=== Singularity ===&lt;br /&gt;
A theoretical form of the Diona - a planet, or even star-sized diona form consisting of maybe more nymphs than is currently known to exist, may be the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Diona structure that could reach, or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Knowledge==&lt;br /&gt;
As seen with reports of Ophion and the flaming Dionae, this species is still mostly unknown - in capabilities, origins and intentions. Many scientific organisms are willing to pay a good price for any useful data on the Dionae.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4149</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4149"/>
		<updated>2016-06-27T03:46:48Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Ipecac&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic, Induces vomiting in the patient, emptying stomach contents&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;
|Notes = *This chemical is designed for ingestion, and works fully when swallowed.&lt;br /&gt;
*It is not designed for injecting, and is harmful in the veins&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = &lt;br /&gt;
*Causes hallucinations: Strength 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60&lt;br /&gt;
*The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&lt;br /&gt;
*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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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 plantlife&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 mould 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Construction&amp;diff=4070</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=4070"/>
		<updated>2016-06-13T00:32:43Z</updated>

		<summary type="html">&lt;p&gt;Nanako: fixed phoron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_Advanced_Construction|Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
== [[Construction Materials|Base Materials]] ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Rods&lt;br /&gt;
|Icon=Rods.png&lt;br /&gt;
|Requires=&lt;br /&gt;
*{{stack|Metal|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Metal Rods&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} on {{material|Rods}} to turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Floor Tiles&lt;br /&gt;
|Icon=Floor_Tiles.png&lt;br /&gt;
|Requires=&lt;br /&gt;
*{{stack|Metal|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Floor Tiles&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} on {{material|Floor_Tiles}} to turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Glass&lt;br /&gt;
|Icon=Glass_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|1}}&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{material|Rods}} on {{material|Glass}}&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Plasteel (Reinforced Metal)&lt;br /&gt;
|Icon=Metal_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Phorondone|1|name=Phoron}}&lt;br /&gt;
* {{stack|Metal|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Produced at [[Shaft_Miner|Mining]] via the Smelter there.&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Flooring and Support ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Lattice&lt;br /&gt;
|Icon=Lattice.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{material|Rods}} on space tiles.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to turn the {{material|Lattice}} back into {{material|Rods}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Catwalk&lt;br /&gt;
|Icon=Catwalk.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Rods|2}} on a {{material|Lattice}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disassemble the catwalk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Plating&lt;br /&gt;
|Icon=Plating.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Floor Tiles|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{material|Floor Tiles}} on a {{material|Lattice}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Rcd|name=[[High_Risk_Items#RCD|Rapid Construction Device]]}} to remove the plating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Steel Floor&lt;br /&gt;
|Icon=Floor.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Floor Tiles|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
Use {{material|Floor Tiles}} on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to rip off the floor tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Wood Floor&lt;br /&gt;
|Icon=WoodFloor.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Wood Tiles|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
Use {{material|Wood Tiles}} on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to remove intact wood floors.&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to rip off and break all wood floors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Light Floor&lt;br /&gt;
|Icon=LightFloor.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
* {{stack|Metal|1}}&lt;br /&gt;
* {{stack|Cable Coils|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Cable Coils|2}} on {{material|Glass}}.&lt;br /&gt;
* Use {{material|Metal}} on the tile you get.&lt;br /&gt;
* (Optional) Use a {{material|Multitool}} to change the tile&#039;s color.&lt;br /&gt;
* Place the light tile on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to rip off the light tiles.&lt;br /&gt;
* Use {{material|Wirecutters}} to undo the wiring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Floor&lt;br /&gt;
|Icon=enginefloor.png|32px&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Rods|2}} on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the reinforced floor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Walls and Structures ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Wall&lt;br /&gt;
|Icon=Wall.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|4}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use {{stack|Metal|2}} on the resulting girder&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to remove the wall&#039;s plating&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to displace the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Wall&lt;br /&gt;
|Icon=R_wall.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Plasteel|2}}&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use {{stack|Rods|2}} on the resulting girder to add internal support struts&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the internal support struts&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the reinforced girder to add reinforced plating&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the reinforced wall to add an external cover and finish the wall&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the outer grille&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to expose the external reinforced cover&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external reinforced cover&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the external reinforced cover&lt;br /&gt;
* Use a {{material|Wrench}} to loosen the external support rods&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external support rods&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the reinforced inner cover&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the internal support struts&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the internal support struts&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Grille&lt;br /&gt;
|Icon=Grille.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand where you wish to build a grille&lt;br /&gt;
* Click on the {{material|Rods}} to create a grille&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use {{material|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;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
=== False Walls ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : False walls cannot be built between rooms with a high pressure differential (Approximately 10 kPa differential, atmospheric pressure being 101.325 kPa)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=False Wall&lt;br /&gt;
|Icon=False_Wall.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|4}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} on the girder to dislodge it&lt;br /&gt;
* Use {{stack|Metal|2}} on the girders&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to bolt the wall back into place&lt;br /&gt;
* Use a {{material|Welder}} to remove the wall&#039;s plating&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced False Wall&lt;br /&gt;
|Icon=False_Wall_r.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Plasteel|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use {{stack|Rods|2}} on the resulting girder to add internal support struts&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the internal support struts&lt;br /&gt;
* Use a {{material|Wrench}} to displace the reinforced girder&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the displaced reinforced girder to add reinforced plating&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the reinforced wall to add an external cover and finish the hidden reinforced wall&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to bolt the reinforced wall back into place&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the outer grille&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to expose the external reinforced cover&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external reinforced cover&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the external reinforced cover&lt;br /&gt;
* Use a {{material|Wrench}} to loosen the external support rods&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external support rods&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the reinforced inner cover&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the internal support struts&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the internal support struts&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=One Direction&lt;br /&gt;
|Icon=Glass_panel.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Screwdriver_tool|name=Screwdriver}} to fasten it down&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a {{material|Grille}} with {{material|Glass}}&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten it down&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the window&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{Construct&lt;br /&gt;
|Name=Full&lt;br /&gt;
|Icon=Glass_wall.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Glass|2}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Glass}} pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten it down&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the window&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Reinforced Windows ===&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=One Direction&lt;br /&gt;
|Icon=Glass_panel_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Reinforced Glass|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Screwdriver_tool|name=Screwdriver}} to fasten the frame down&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane into the frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the pane to the frame&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a {{material|Grille}} with {{material|Reinforced Glass}}&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten the frame down&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane into the frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the pane to the frame&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the pane from its frame&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane out of its frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the frame&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{Construct&lt;br /&gt;
|Name=Full&lt;br /&gt;
|Icon=Glass_wall_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Reinforced Glass|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Reinforced Glass}} pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten the frame down&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane into the frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the pane to the frame&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the pane from its frame&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane out of its frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the frame&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{Construct&lt;br /&gt;
|Name=Windoor&lt;br /&gt;
|Icon=windoor.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Reinforced Glass|5}}&lt;br /&gt;
* {{stack|Plasteel|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Airlock Controller}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Wrench}} to secure the Windoor Assembly&lt;br /&gt;
* Use {{stack|Plasteel|2}} to make a &#039;&#039;Secure Windoor&#039;&#039;&lt;br /&gt;
* Use {{material|Cable Coils}} to wire the Windoor Assembly&lt;br /&gt;
* Insert a {{material|Circuitboard|name=Airlock Controller Board}}&lt;br /&gt;
* Use a {{material|Crowbar}} to secure the electronics and engage the Windoor inside the assembly&lt;br /&gt;
|destruct=&lt;br /&gt;
* Open the Windoor&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the airlock electronics&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Wrench}} to unsecure the assembly&lt;br /&gt;
* Use a {{material|Welder}} to recover the glass&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;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Chairs and Stools&lt;br /&gt;
|Icon=chair.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Metal}} or {{material|Planks}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} or {{material|Planks}} 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;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the chair or stool and turn it back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Table&lt;br /&gt;
|Icon=Table.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}} or {{stack|Planks|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} or {{material|Planks}} and choose &#039;&#039;Table Parts&#039;&#039;&lt;br /&gt;
* Assemble the {{material|Table Parts}} or {{material|Wooden Table Parts}} while standing in the desired location&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the table frame and turn it back into {{material|Table Parts}}&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the {{material|Table Parts}} and turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Table&lt;br /&gt;
|Icon=R-table.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Table Parts}}&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Rods|2}} on the {{material|Table Parts}} to obtain {{material|Reinforced Table Parts}}&lt;br /&gt;
* Assemble the {{material|Reinforced Table Parts}} while standing in the desired location&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to weaken the reinforced table frame&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the reinforced table frame and turn it back into {{material|Reinforced Table Parts}}&lt;br /&gt;
* Use a {{material|Welder}} to remove the reinforced frame from the {{material|Reinforced Table Parts}}&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the {{material|Table Parts}} and turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Glass Table&lt;br /&gt;
|Icon=Glass_table.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Table Parts}}&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Glass|1}} on the {{material|Table Parts}} to obtain {{material|Glass_table_frame|name=Glass Table Parts}}&lt;br /&gt;
* Assemble the {{material|Glass_table_frame|name=Glass Table Parts}} while standing in the desired location&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the glass table and turn it back into {{material|Glass_table_frame}}&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the {{material|Glass_table_frame}} and turn them back into {{material|Metal}} and {{material|Glass}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Bookcase&lt;br /&gt;
|Icon=Bookcase.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Planks|5}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Planks}} and choose &#039;&#039;Bookcase&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to anchor the bookshelf down&lt;br /&gt;
* Add {{stack|Planks|1}} to make a shelf&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the shelves&lt;br /&gt;
* Use a {{material|Wrench}} to unsecure the bookshelf frame&lt;br /&gt;
* Use a {{material|Crowbar}} to break the bookshelf frame apart&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Operating Table&lt;br /&gt;
|Icon=optable.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Reinforced Table Parts}}&lt;br /&gt;
* {{material|Scanning Module}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Assemble the {{material|Reinforced Table Parts}} while standing in the desired location&lt;br /&gt;
* Use a {{material|Scanning Module}} on the reinforced table.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to remove the {{material|Scanning Module}} and recover your reinforced table&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Cage&lt;br /&gt;
|Icon=Cage.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Plasteel|6}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Plasteel}} and choose &#039;&#039;Cage&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
}}&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Machinery and Electronics ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Newscaster&lt;br /&gt;
|Icon=Newscaster.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Newscaster Frame}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Insert the frame into the wall&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;&#039;If broken :&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to remove the broken glass (check this one)&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect it&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the newscaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If NOT broken:&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect it&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the newscaster&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=APC&lt;br /&gt;
|Icon=APC.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{material|Id regular|name=Authorized ID}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Power Control Module}}&lt;br /&gt;
* {{stack|Power_cell|1|name=Power Cell}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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;
* Remove the floor&lt;br /&gt;
* Use {{material|Cable Coils}} to wire the APC&lt;br /&gt;
* Replace the floor&lt;br /&gt;
* Fit in the {{material|Circuitboard|name=Power Control Module}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the electronics&lt;br /&gt;
* Add a {{material|Power_cell|name=Power Cell}}&lt;br /&gt;
* Use a {{material|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 [[High_Risk_Items#Station_Blueprints|Station Blueprints]]&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;&#039;If broken :&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} or heavy objects to remove the broken cover&lt;br /&gt;
* Remove the {{material|Power_cell|name=Power Cell}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to clear out the broken electronics&lt;br /&gt;
* Remove the floor under the APC and use {{material|Wirecutters}} on the APC to cut the terminal.&lt;br /&gt;
* Use a {{material|Welder}} to clear off the broken frame&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If NOT broken:&#039;&#039;&#039;&lt;br /&gt;
* Use an {{material|Id_regular|name=Authorized ID}} to unlock the APC and deactivate the cover lock&lt;br /&gt;
* Use a {{material|Crowbar}} to open the cover&lt;br /&gt;
* Remove the {{material|Power_cell|name=Power Cell}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to remove the electronics&lt;br /&gt;
* Remove the floor under the APC and use {{material|Wirecutters}} on the APC to cut the terminal. &#039;&#039;{{material|IGloves|name=Insulated Gloves}} are needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Power Control Module}}&lt;br /&gt;
* Use a {{material|Welder}} to clear the APC Frame off the wall&lt;br /&gt;
* Use a {{material|Wrench}} on the frame to turn it back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Air Alarm&lt;br /&gt;
|Icon=AirAlarm.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Cable Coils|5}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Air Alarm Electronics}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Circuitboard|name=Air Alarm Electronics}}&lt;br /&gt;
* Use {{stack|Cable Coils|5}} to wire the alarm&lt;br /&gt;
* Close with a {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the cover&lt;br /&gt;
* Interact with the Air Alarm using an empty hand and cut all wires using {{material|Wirecutters}}&lt;br /&gt;
* Cut the remaining wires by using {{material|Wirecutters}} on the Air Alarm&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Air Alarm Electronics}}&lt;br /&gt;
* Use a {{material|Wrench}} to remove the frame from the wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Fire Alarm&lt;br /&gt;
|Icon=FireAlarm.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Fire Alarm Electronics}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Circuitboard|name=Fire Alarm Electronics}}&lt;br /&gt;
* Use {{stack|Cable Coils|5}} to wire the alarm&lt;br /&gt;
* Close with a {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the cover&lt;br /&gt;
* Interact with the Fire Alarm using an empty hand and cut all wires using {{material|Wirecutters}}&lt;br /&gt;
* Cut the remaining wires by using {{material|Wirecutters}} on the Fire Alarm&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Fire Alarm Electronics}}&lt;br /&gt;
* Use a {{material|Wrench}} to remove the frame from the wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Airlock&lt;br /&gt;
|Icon=Airlock.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|4}}&lt;br /&gt;
* {{stack|Reinforced Glass|1}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Airlock Controller}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Airlock Assembly&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to set the airlock in place&lt;br /&gt;
* Use a {{material|Pen}} to name the Airlock&lt;br /&gt;
* Add {{material|Reinforced Glass}} to make a &#039;&#039;Glass Airlock&#039;&#039;&lt;br /&gt;
* Add {{stack|Cable Coils|1}}&lt;br /&gt;
* Use your ID to unlock the {{material|Circuitboard|name=Airlock Controller}} and give it a specific access requirement&lt;br /&gt;
* Add an {{material|Circuitboard|name=Airlock Controller}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} on the airlock to close the maintenance panel&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} on the airlock to open the maintenance panel&lt;br /&gt;
* Use a {{material|Multitool}} and {{material|Wirecutters}} [[Hacking#Airlocks|to disable everything]]. Door bolts must be up for this to work. &#039;&#039;{{material|IGloves|name=Insulated Gloves}} are needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a {{material|Welder}} to weld the airlock shut&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the electronics&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Wrench}} to unsecure the airlock frame&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Metal}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : If the door was [[Syndicate_Items#Cryptographic_Sequencer|shorted out by a cryptographic sequencer]], you can skip directly to removing the broken electronics with a {{material|Crowbar}}&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Display Cases&lt;br /&gt;
|Icon=Display_Case.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Metal|5}}&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Airlock Controller}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Build a machine frame but do &#039;&#039;&#039;not&#039;&#039;&#039; add {{material|Cable Coils}}&lt;br /&gt;
* Insert {{stack|Glass|1}} to create a glass case&lt;br /&gt;
* Set access requirements by using an ID on the {{material|Circuitboard|name=Airlock Controller}}&lt;br /&gt;
* Insert the {{material|Circuitboard|name=Airlock Controller}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the case&lt;br /&gt;
|destruct=&lt;br /&gt;
* If the case is functional, use an {{material|Id_regular|name=Authorized ID}} to unlock it&lt;br /&gt;
* Use a {{material|Crowbar}} to disassemble the display case&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to break down the broken display case&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Computers&lt;br /&gt;
|Icon=Computer_Solar.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|5}}&lt;br /&gt;
* {{stack|Glass|2}}&lt;br /&gt;
* {{stack|Cable Coils|5}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Circuit Board}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Computer Frame&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the frame in place&lt;br /&gt;
* Insert the {{material|Circuitboard|name=Circuit Board}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the circuitry&lt;br /&gt;
* Use {{stack|Cable Coils|5}} to wire up the computer&lt;br /&gt;
* Use {{stack|Glass|2}} to add a monitor&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to connect the monitor&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect the monitor&lt;br /&gt;
* Use a {{material|Crowbar}} to pry off the monitor&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the circuitry&lt;br /&gt;
* Use a {{material|Crowbar}} to pry out the {{material|Circuitboard|name=Circuit Board}}&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the frame&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=AI Core&lt;br /&gt;
|Icon=AI.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Plasteel|4}}&lt;br /&gt;
* {{stack|Reinforced Glass|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=AI Core Board}}&lt;br /&gt;
* {{material|Brain|Human Brain}}&lt;br /&gt;
|construct=&lt;br /&gt;
* [[File:0AICore.png]] : Click the {{material|Plasteel}} and choose &#039;&#039;AI Core&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the mainframe into place&lt;br /&gt;
* [[File:1AICore.png]] : Add an {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* [[File:2AICore.png]] : Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* [[File:3AICore.png]] : Use {{stack|Cable Coils|1}} to add wiring to the mainframe&lt;br /&gt;
* [[File:4AICore.png]] : Add the {{material|Brain|name=Human Brain}} placed in a {{material|MMI empty|name=MMI}} or an active [[File:PosibrainActive.gif]] &#039;&#039;&#039;Posibrain&#039;&#039;&#039; to make the AI Core functional&lt;br /&gt;
* [[File:5AICore.png]] : Add {{stack|Reinforced Glass|2}} to finish the screen&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to connect the screen to the mainframe&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect the screen from the mainframe&lt;br /&gt;
* Use a {{material|Crowbar}} to pry off the screen.&lt;br /&gt;
* Remove the {{material|Brain|name=Human Brain}} or [[File:PosibrainActive.gif]] &#039;&#039;&#039;Posibrain&#039;&#039;&#039;&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the mainframe&#039;s wiring&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* Use a {{material|Crowbar}} to pry out the {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the mainframe&lt;br /&gt;
* Use a {{material|Welder}} to turn the mainframe back into {{material|Plasteel}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Light Fixture&lt;br /&gt;
|Icon=lightfixture.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Light tube|1|name=Light Tube}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{stack|Cable Coils|1}} to add wiring&lt;br /&gt;
* Add a {{material|light tube|name=Light Tube}} or {{material|light bulb|name=Light Bulb}} depending on chosen frame&lt;br /&gt;
|destruct=&lt;br /&gt;
* Remove the {{material|light tube|name=Light Tube}} or {{material|light bulb|name=Light Bulb}}. &#039;&#039;Light should be off beforehand, or {{material|BGloves|name=Protective Gloves}} should be used.&#039;&#039;&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Wrench}} to detach the frame from the wall&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Security Camera&lt;br /&gt;
|Icon=Security_Camera.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|CameraAssembly|1|name=Camera Assembly}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Drop the {{material|CameraAssembly|name=Camera Assembly}} on the floor in front of the wall you want it on.&lt;br /&gt;
* Use a {{material|Wrench}} to secure the {{material|CameraAssembly|name=Camera Assembly}} to the wall&lt;br /&gt;
* Use a {{material|Welder}} to weld the {{material|CameraAssembly|name=Camera Assembly}} to the wall&lt;br /&gt;
* Apply any upgrades you might want&lt;br /&gt;
&#039;&#039;Available Upgrades: {{material|PhoronCrystal|name=Solid Phoron}} for EMP Proofing, {{material|Carrot}} for X-Ray Vision, and {{material|Proximitysensor|name=Proximity Sensor}} for Motion Sensor&lt;br /&gt;
* Use {{material|Cable Coils}} to add wiring&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=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;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the maintenance panel&lt;br /&gt;
* Interact with the camera and use {{material|Wirecutters}} to cut all wires &#039;&#039;(Alarm Wire is optional)&#039;&#039;&lt;br /&gt;
* Use a {{material|Welder}} to undo the welding on the {{material|CameraAssembly|name=Camera Assembly}}&lt;br /&gt;
* Use a {{material|Wrench}} to detach the {{material|CameraAssembly|name=Camera Assembly}} from the wall&lt;br /&gt;
* Use a {{material|Crowbar}} to discard any upgrades from the {{material|CameraAssembly|name=Camera Assembly}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Turrets&lt;br /&gt;
|Icon=Turretcover.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|7}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{stack|Laser|1|name=Any Energy-Based Weapon}}&lt;br /&gt;
* {{stack|Proximitysensor|1|name=Proximity Sensor}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Turret Frame&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the turret frame&lt;br /&gt;
* Use {{material|Metal}} to add a turret cover&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the cover&lt;br /&gt;
* Add any {{material|Laser|name=Gun}}&lt;br /&gt;
* Add a {{material|Proximitysensor|name=Proximity Sensor}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the assembly&lt;br /&gt;
* Use more {{material|Metal}} to add a turret hatch&lt;br /&gt;
* Use a {{material|Welder}} to secure the turret hatch&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;TBA&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Solar Panels and Trackers&lt;br /&gt;
|Icon=solar_assembly.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|solar_assembly|name=Solar Assembly}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Glass}} or {{material|Reinforced Glass}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Tracker Electronics}} to make a tracker&lt;br /&gt;
|construct=&lt;br /&gt;
* Place the {{material|solar_assembly|name=Solar Assembly}} where you want it over a wire knot&lt;br /&gt;
* Use a {{material|Wrench}} to bolt into place&lt;br /&gt;
* Add {{material|Circuitboard|name=Tracker Electronics}} to turn it into a Solar Tracker&lt;br /&gt;
* Finish the construction by adding {{material|Reinforced Glass|name=Any Type of Glass}} to the {{material|solar_assembly|name=Solar Assembly}}&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the panel&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Tracker Electronics}} if working on a Solar Tracker&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the frame&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Mass Driver&lt;br /&gt;
|Icon=Mass Driver.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{material|Screwdriver}}&lt;br /&gt;
* {{stack|Plasteel|3}}&lt;br /&gt;
* {{stack|Cable Coils|3}}&lt;br /&gt;
* {{stack|Rods|3}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Plasteel}} and choose &#039;&#039;Mass Driver Frame&#039;&#039;&lt;br /&gt;
* Drag and rotate as needed, then use a {{material|Wrench}} to bolt into place&lt;br /&gt;
* Use a {{material|Welder}}&lt;br /&gt;
* Use {{stack|Cable Coils|3}} to add wiring&lt;br /&gt;
* Use {{stack|Rods|3}}&lt;br /&gt;
* Use a {{material|Screwdriver}} to secure the assembly&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver}} to unsecure the assembly&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the rods&lt;br /&gt;
* Use a {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Welder}}&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the frame&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Plasteel}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Disposal Pipes&lt;br /&gt;
|Icon=DisposalPipe.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* 1 x Disposal Pipe/Machine&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use the RPD or the Disposal Pipe Dispenser to obtain a {{material|DisposalPipe|name=Disposal Pipe}}&lt;br /&gt;
* Use a {{material|Crowbar}} to access the plating&lt;br /&gt;
* Right-click and drag to get into desired position&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the pipe down&lt;br /&gt;
* Use a {{material|Welder}} to weld the pipe secure&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to undo the welding&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the pipe&lt;br /&gt;
&#039;&#039;Note : The disposal pipe can then be destroyed by using the RPD or the Disposal Pipe Dispenser&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Lightswitch&lt;br /&gt;
|Icon=LightSwitch.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Metal|1}}&lt;br /&gt;
* {{material|Cable Coils}}&lt;br /&gt;
* {{material|Screwdriver}}&lt;br /&gt;
&lt;br /&gt;
|construct=&lt;br /&gt;
* Select &amp;quot;Lightswitch&amp;quot; under &amp;quot;Mounted Frames&amp;quot; after clicking on the {{material|Metal}}&lt;br /&gt;
* Place lightswitch on wanted wall&lt;br /&gt;
* Use {{material|Cable Coils}} to add wiring&lt;br /&gt;
* Use a {{material|Screwdriver}} to complete the frame.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver}} to unsecure the frame.&lt;br /&gt;
* Use a {{material|Wirecutters}} to remove the cable.&lt;br /&gt;
* Use a {{material|Wrench}} to remove the frame from the wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Vending Machine&lt;br /&gt;
|Icon=Vendomat.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Metal}}&lt;br /&gt;
* {{material|Cable Coils}}&lt;br /&gt;
* {{material|Screwdriver}}&lt;br /&gt;
* {{stack|Micro_Manipulator|1|name=Manipulator}}&lt;br /&gt;
* {{stack|Scanning Module|1}}&lt;br /&gt;
* {{stack|Matter_bin|1|name=Matter Bin}}&lt;br /&gt;
* &#039;&#039;&#039;Recharge Pack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|construct=&lt;br /&gt;
* Select &amp;quot;Machine Frame&amp;quot; after clicking on the {{material|Metal}}.&lt;br /&gt;
* Use {{material|Cable Coils}} to add wiring.&lt;br /&gt;
* Add {{stack|Circuitboard|1|name=Vending Machine circuitboard}}.&lt;br /&gt;
* Add the Manipulator, Scanning Module and Matter Bin.&lt;br /&gt;
* Use a {{material|Screwdriver}} to complete the frame.&lt;br /&gt;
* Obtain the appropriate Recharge pack from [[Supply_Crates|Cargo]], move it next to the machine, and click-drag the pack onto the machine.&lt;br /&gt;
|destruct=&lt;br /&gt;
* If the machine is out of items, get another Recharge Pack from Cargo to refill it by click-dragging it onto the machine.&lt;br /&gt;
* If the machine is broken, use {{stack|Reinforced Glass|1}} on it to repair it.&lt;br /&gt;
* Use a {{material|Screwdriver}} to unsecure the service panel.&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the parts. Some parts may become broken.&lt;br /&gt;
* Use a {{material|Wirecutters}} to remove the cable.&lt;br /&gt;
* Use a {{material|Wrench}} to turn the frame back into metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Conveyor Switch&lt;br /&gt;
|Icon=Conveyor_switch.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|1|name=Metal Rod}}&lt;br /&gt;
* {{stack|Signaler|1|name=Remote signaler}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use the {{material|Rods|name=Metal Rod}} on the {{material|Signaler|name=Remote signaler}}.&lt;br /&gt;
* You may configure the switch and restrict it&#039;s pulling with a {{material|Multitool}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble back into parts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Conveyor Belt&lt;br /&gt;
|Icon=Conveyor_active.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|5}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Conveyor Belt Circuitboard}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose {{material|Conveyor_frame|name=Conveyor Frame}}&lt;br /&gt;
* Fit in the {{material|Circuitboard|name=Conveyor Belt Circuitboard}}&lt;br /&gt;
* Finish with a {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* Change the direction of the belt with a {{material|Multitool}}, if necessary&lt;br /&gt;
&lt;br /&gt;
To Configure:&lt;br /&gt;
&lt;br /&gt;
The only way to operate a Conveyor Belt is with a Conveyor Switch set to the same frequency and ID tag.&lt;br /&gt;
A Conveyor Belt will automatically try to copy the Frequency and ID tag of any Conveyor Switches or Conveyor Belts within one tile of distance when built. It&#039;s recommendable to start by constructing the Conveyor Switch and continue the belt line from there.&lt;br /&gt;
&lt;br /&gt;
If a Conveyor Belt is misconfigured, use a Use a {{material|Multitool}} to set it&#039;s frequency and ID tag to match those of a Conveyor Switch.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the cover&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Conveyor Belt Circuitboard}}&lt;br /&gt;
* Use a {{material|Wrench}} to dismantle the frame into metal sheets&lt;br /&gt;
}}&lt;br /&gt;
{{ConstructTableEnd}}&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]], [[File:Welder.png|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]], [[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]], [[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;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Material&amp;diff=4068</id>
		<title>Template:Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Material&amp;diff=4068"/>
		<updated>2016-06-13T00:25:22Z</updated>

		<summary type="html">&lt;p&gt;Nanako: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:{{{icon|{{#switch: {{{1|Metal}}}&lt;br /&gt;
|Floor Tiles=Floor_Tiles.png&lt;br /&gt;
|Cable Coils=CableCoils.png&lt;br /&gt;
|Plasteel=Metal_r.png&lt;br /&gt;
|Reinforced metal=Metal_r.png&lt;br /&gt;
|Reinforced Metal=Metal_r.png&lt;br /&gt;
|Reinforced glass=Glass_r.png&lt;br /&gt;
|Reinforced Glass=Glass_r.png&lt;br /&gt;
|Screwdriver=Screwdriver_tool.png&lt;br /&gt;
|#default={{{1|Metal}}}.png&lt;br /&gt;
}}}}}]] &#039;&#039;&#039;{{{name|{{#switch:{{{1|Metal}}}&lt;br /&gt;
|Floor_Tiles=Floor Tiles&lt;br /&gt;
|CableCoils=Cable Coils&lt;br /&gt;
|Metal_r=Plasteel&lt;br /&gt;
|Glass_r=Reinforced Glass&lt;br /&gt;
|#default={{{1|Metal}}}&lt;br /&gt;
}}}}}&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Construction&amp;diff=4063</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=4063"/>
		<updated>2016-06-13T00:20:31Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Created page initially. much wrong info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_Advanced_Construction|Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
== [[Construction Materials|Base Materials]] ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Rods&lt;br /&gt;
|Icon=Rods.png&lt;br /&gt;
|Requires=&lt;br /&gt;
*{{stack|Metal|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Metal Rods&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} on {{material|Rods}} to turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Floor Tiles&lt;br /&gt;
|Icon=Floor_Tiles.png&lt;br /&gt;
|Requires=&lt;br /&gt;
*{{stack|Metal|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Floor Tiles&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} on {{material|Floor_Tiles}} to turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Glass&lt;br /&gt;
|Icon=Glass_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|1}}&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{material|Rods}} on {{material|Glass}}&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Plasteel (Reinforced Metal)&lt;br /&gt;
|Icon=Metal_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Plasmadone|1|name=Plasma}}&lt;br /&gt;
* {{stack|Metal|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Produced at [[Shaft_Miner|Mining]] via the Smelter there.&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Flooring and Support ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Lattice&lt;br /&gt;
|Icon=Lattice.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{material|Rods}} on space tiles.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to turn the {{material|Lattice}} back into {{material|Rods}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Catwalk&lt;br /&gt;
|Icon=Catwalk.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Rods|2}} on a {{material|Lattice}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disassemble the catwalk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Plating&lt;br /&gt;
|Icon=Plating.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Floor Tiles|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{material|Floor Tiles}} on a {{material|Lattice}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Rcd|name=[[High_Risk_Items#RCD|Rapid Construction Device]]}} to remove the plating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Steel Floor&lt;br /&gt;
|Icon=Floor.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Floor Tiles|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
Use {{material|Floor Tiles}} on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to rip off the floor tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Wood Floor&lt;br /&gt;
|Icon=WoodFloor.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Wood Tiles|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
Use {{material|Wood Tiles}} on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to remove intact wood floors.&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to rip off and break all wood floors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Light Floor&lt;br /&gt;
|Icon=LightFloor.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
* {{stack|Metal|1}}&lt;br /&gt;
* {{stack|Cable Coils|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Cable Coils|2}} on {{material|Glass}}.&lt;br /&gt;
* Use {{material|Metal}} on the tile you get.&lt;br /&gt;
* (Optional) Use a {{material|Multitool}} to change the tile&#039;s color.&lt;br /&gt;
* Place the light tile on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to rip off the light tiles.&lt;br /&gt;
* Use {{material|Wirecutters}} to undo the wiring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Floor&lt;br /&gt;
|Icon=enginefloor.png|32px&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Rods|2}} on a {{material|Plating}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the reinforced floor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Walls and Structures ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Wall&lt;br /&gt;
|Icon=Wall.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|4}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use {{stack|Metal|2}} on the resulting girder&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to remove the wall&#039;s plating&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to displace the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Wall&lt;br /&gt;
|Icon=R_wall.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Plasteel|2}}&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use {{stack|Rods|2}} on the resulting girder to add internal support struts&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the internal support struts&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the reinforced girder to add reinforced plating&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the reinforced wall to add an external cover and finish the wall&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the outer grille&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to expose the external reinforced cover&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external reinforced cover&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the external reinforced cover&lt;br /&gt;
* Use a {{material|Wrench}} to loosen the external support rods&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external support rods&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the reinforced inner cover&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the internal support struts&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the internal support struts&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Grille&lt;br /&gt;
|Icon=Grille.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand where you wish to build a grille&lt;br /&gt;
* Click on the {{material|Rods}} to create a grille&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use {{material|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;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
=== False Walls ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : False walls cannot be built between rooms with a high pressure differential (Approximately 10 kPa differential, atmospheric pressure being 101.325 kPa)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=False Wall&lt;br /&gt;
|Icon=False_Wall.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|4}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} on the girder to dislodge it&lt;br /&gt;
* Use {{stack|Metal|2}} on the girders&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to bolt the wall back into place&lt;br /&gt;
* Use a {{material|Welder}} to remove the wall&#039;s plating&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced False Wall&lt;br /&gt;
|Icon=False_Wall_r.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Plasteel|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Girder&#039;&#039;&lt;br /&gt;
* Use {{stack|Rods|2}} on the resulting girder to add internal support struts&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the internal support struts&lt;br /&gt;
* Use a {{material|Wrench}} to displace the reinforced girder&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the displaced reinforced girder to add reinforced plating&lt;br /&gt;
* Use {{stack|Plasteel|1}} sheet on the reinforced wall to add an external cover and finish the hidden reinforced wall&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to bolt the reinforced wall back into place&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the outer grille&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to expose the external reinforced cover&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external reinforced cover&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the external reinforced cover&lt;br /&gt;
* Use a {{material|Wrench}} to loosen the external support rods&lt;br /&gt;
* Use a {{material|Welder}} to weld through the external support rods&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the reinforced inner cover&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the internal support struts&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the internal support struts&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the girder&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=One Direction&lt;br /&gt;
|Icon=Glass_panel.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Screwdriver_tool|name=Screwdriver}} to fasten it down&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a {{material|Grille}} with {{material|Glass}}&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten it down&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the window&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{Construct&lt;br /&gt;
|Name=Full&lt;br /&gt;
|Icon=Glass_wall.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Glass|2}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Glass}} pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten it down&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the window&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Reinforced Windows ===&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=One Direction&lt;br /&gt;
|Icon=Glass_panel_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Reinforced Glass|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Screwdriver_tool|name=Screwdriver}} to fasten the frame down&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane into the frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the pane to the frame&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a {{material|Grille}} with {{material|Reinforced Glass}}&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten the frame down&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane into the frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the pane to the frame&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the pane from its frame&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane out of its frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the frame&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{Construct&lt;br /&gt;
|Name=Full&lt;br /&gt;
|Icon=Glass_wall_r.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Reinforced Glass|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Reinforced Glass}} pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to fasten the frame down&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane into the frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the pane to the frame&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the pane from its frame&lt;br /&gt;
* Use a {{material|Crowbar}} to pop the pane out of its frame&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unfasten the frame&lt;br /&gt;
* Use a {{material|Welder}} to cut 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;
{{Construct&lt;br /&gt;
|Name=Windoor&lt;br /&gt;
|Icon=windoor.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Reinforced Glass|5}}&lt;br /&gt;
* {{stack|Plasteel|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Airlock Controller}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Wrench}} to secure the Windoor Assembly&lt;br /&gt;
* Use {{stack|Plasteel|2}} to make a &#039;&#039;Secure Windoor&#039;&#039;&lt;br /&gt;
* Use {{material|Cable Coils}} to wire the Windoor Assembly&lt;br /&gt;
* Insert a {{material|Circuitboard|name=Airlock Controller Board}}&lt;br /&gt;
* Use a {{material|Crowbar}} to secure the electronics and engage the Windoor inside the assembly&lt;br /&gt;
|destruct=&lt;br /&gt;
* Open the Windoor&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the airlock electronics&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Wrench}} to unsecure the assembly&lt;br /&gt;
* Use a {{material|Welder}} to recover the glass&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;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Chairs and Stools&lt;br /&gt;
|Icon=chair.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Metal}} or {{material|Planks}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} or {{material|Planks}} 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;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the chair or stool and turn it back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Table&lt;br /&gt;
|Icon=Table.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}} or {{stack|Planks|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} or {{material|Planks}} and choose &#039;&#039;Table Parts&#039;&#039;&lt;br /&gt;
* Assemble the {{material|Table Parts}} or {{material|Wooden Table Parts}} while standing in the desired location&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the table frame and turn it back into {{material|Table Parts}}&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the {{material|Table Parts}} and turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Reinforced Table&lt;br /&gt;
|Icon=R-table.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Table Parts}}&lt;br /&gt;
* {{stack|Rods|2}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Rods|2}} on the {{material|Table Parts}} to obtain {{material|Reinforced Table Parts}}&lt;br /&gt;
* Assemble the {{material|Reinforced Table Parts}} while standing in the desired location&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to weaken the reinforced table frame&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the reinforced table frame and turn it back into {{material|Reinforced Table Parts}}&lt;br /&gt;
* Use a {{material|Welder}} to remove the reinforced frame from the {{material|Reinforced Table Parts}}&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the {{material|Table Parts}} and turn them back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Glass Table&lt;br /&gt;
|Icon=Glass_table.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Table Parts}}&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use {{stack|Glass|1}} on the {{material|Table Parts}} to obtain {{material|Glass_table_frame|name=Glass Table Parts}}&lt;br /&gt;
* Assemble the {{material|Glass_table_frame|name=Glass Table Parts}} while standing in the desired location&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the glass table and turn it back into {{material|Glass_table_frame}}&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble the {{material|Glass_table_frame}} and turn them back into {{material|Metal}} and {{material|Glass}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Bookcase&lt;br /&gt;
|Icon=Bookcase.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Planks|5}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Planks}} and choose &#039;&#039;Bookcase&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to anchor the bookshelf down&lt;br /&gt;
* Add {{stack|Planks|1}} to make a shelf&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the shelves&lt;br /&gt;
* Use a {{material|Wrench}} to unsecure the bookshelf frame&lt;br /&gt;
* Use a {{material|Crowbar}} to break the bookshelf frame apart&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Operating Table&lt;br /&gt;
|Icon=optable.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Reinforced Table Parts}}&lt;br /&gt;
* {{material|Scanning Module}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Assemble the {{material|Reinforced Table Parts}} while standing in the desired location&lt;br /&gt;
* Use a {{material|Scanning Module}} on the reinforced table.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to remove the {{material|Scanning Module}} and recover your reinforced table&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Cage&lt;br /&gt;
|Icon=Cage.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Plasteel|6}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Plasteel}} and choose &#039;&#039;Cage&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
}}&lt;br /&gt;
{{ConstructTableEnd}}&lt;br /&gt;
&lt;br /&gt;
== Machinery and Electronics ==&lt;br /&gt;
&lt;br /&gt;
{{ConstructTableStart}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Newscaster&lt;br /&gt;
|Icon=Newscaster.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Newscaster Frame}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Insert the frame into the wall&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;&#039;If broken :&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to remove the broken glass (check this one)&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect it&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the newscaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If NOT broken:&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect it&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the newscaster&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=APC&lt;br /&gt;
|Icon=APC.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{material|Id regular|name=Authorized ID}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Power Control Module}}&lt;br /&gt;
* {{stack|Power_cell|1|name=Power Cell}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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;
* Remove the floor&lt;br /&gt;
* Use {{material|Cable Coils}} to wire the APC&lt;br /&gt;
* Replace the floor&lt;br /&gt;
* Fit in the {{material|Circuitboard|name=Power Control Module}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the electronics&lt;br /&gt;
* Add a {{material|Power_cell|name=Power Cell}}&lt;br /&gt;
* Use a {{material|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 [[High_Risk_Items#Station_Blueprints|Station Blueprints]]&#039;&#039;&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;&#039;If broken :&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} or heavy objects to remove the broken cover&lt;br /&gt;
* Remove the {{material|Power_cell|name=Power Cell}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to clear out the broken electronics&lt;br /&gt;
* Remove the floor under the APC and use {{material|Wirecutters}} on the APC to cut the terminal.&lt;br /&gt;
* Use a {{material|Welder}} to clear off the broken frame&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If NOT broken:&#039;&#039;&#039;&lt;br /&gt;
* Use an {{material|Id_regular|name=Authorized ID}} to unlock the APC and deactivate the cover lock&lt;br /&gt;
* Use a {{material|Crowbar}} to open the cover&lt;br /&gt;
* Remove the {{material|Power_cell|name=Power Cell}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to remove the electronics&lt;br /&gt;
* Remove the floor under the APC and use {{material|Wirecutters}} on the APC to cut the terminal. &#039;&#039;{{material|IGloves|name=Insulated Gloves}} are needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Power Control Module}}&lt;br /&gt;
* Use a {{material|Welder}} to clear the APC Frame off the wall&lt;br /&gt;
* Use a {{material|Wrench}} on the frame to turn it back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Air Alarm&lt;br /&gt;
|Icon=AirAlarm.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Cable Coils|5}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Air Alarm Electronics}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Circuitboard|name=Air Alarm Electronics}}&lt;br /&gt;
* Use {{stack|Cable Coils|5}} to wire the alarm&lt;br /&gt;
* Close with a {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the cover&lt;br /&gt;
* Interact with the Air Alarm using an empty hand and cut all wires using {{material|Wirecutters}}&lt;br /&gt;
* Cut the remaining wires by using {{material|Wirecutters}} on the Air Alarm&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Air Alarm Electronics}}&lt;br /&gt;
* Use a {{material|Wrench}} to remove the frame from the wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Fire Alarm&lt;br /&gt;
|Icon=FireAlarm.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Fire Alarm Electronics}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{material|Circuitboard|name=Fire Alarm Electronics}}&lt;br /&gt;
* Use {{stack|Cable Coils|5}} to wire the alarm&lt;br /&gt;
* Close with a {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the cover&lt;br /&gt;
* Interact with the Fire Alarm using an empty hand and cut all wires using {{material|Wirecutters}}&lt;br /&gt;
* Cut the remaining wires by using {{material|Wirecutters}} on the Fire Alarm&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Fire Alarm Electronics}}&lt;br /&gt;
* Use a {{material|Wrench}} to remove the frame from the wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Airlock&lt;br /&gt;
|Icon=Airlock.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|4}}&lt;br /&gt;
* {{stack|Reinforced Glass|1}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Airlock Controller}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Airlock Assembly&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to set the airlock in place&lt;br /&gt;
* Use a {{material|Pen}} to name the Airlock&lt;br /&gt;
* Add {{material|Reinforced Glass}} to make a &#039;&#039;Glass Airlock&#039;&#039;&lt;br /&gt;
* Add {{stack|Cable Coils|1}}&lt;br /&gt;
* Use your ID to unlock the {{material|Circuitboard|name=Airlock Controller}} and give it a specific access requirement&lt;br /&gt;
* Add an {{material|Circuitboard|name=Airlock Controller}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} on the airlock to close the maintenance panel&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} on the airlock to open the maintenance panel&lt;br /&gt;
* Use a {{material|Multitool}} and {{material|Wirecutters}} [[Hacking#Airlocks|to disable everything]]. Door bolts must be up for this to work. &#039;&#039;{{material|IGloves|name=Insulated Gloves}} are needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a {{material|Welder}} to weld the airlock shut&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the electronics&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Wrench}} to unsecure the airlock frame&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Metal}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : If the door was [[Syndicate_Items#Cryptographic_Sequencer|shorted out by a cryptographic sequencer]], you can skip directly to removing the broken electronics with a {{material|Crowbar}}&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Display Cases&lt;br /&gt;
|Icon=Display_Case.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
* {{stack|Metal|5}}&lt;br /&gt;
* {{stack|Glass|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Airlock Controller}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Build a machine frame but do &#039;&#039;&#039;not&#039;&#039;&#039; add {{material|Cable Coils}}&lt;br /&gt;
* Insert {{stack|Glass|1}} to create a glass case&lt;br /&gt;
* Set access requirements by using an ID on the {{material|Circuitboard|name=Airlock Controller}}&lt;br /&gt;
* Insert the {{material|Circuitboard|name=Airlock Controller}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the case&lt;br /&gt;
|destruct=&lt;br /&gt;
* If the case is functional, use an {{material|Id_regular|name=Authorized ID}} to unlock it&lt;br /&gt;
* Use a {{material|Crowbar}} to disassemble the display case&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a {{material|Crowbar}} to break down the broken display case&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Computers&lt;br /&gt;
|Icon=Computer_Solar.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|5}}&lt;br /&gt;
* {{stack|Glass|2}}&lt;br /&gt;
* {{stack|Cable Coils|5}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Circuit Board}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Computer Frame&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the frame in place&lt;br /&gt;
* Insert the {{material|Circuitboard|name=Circuit Board}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the circuitry&lt;br /&gt;
* Use {{stack|Cable Coils|5}} to wire up the computer&lt;br /&gt;
* Use {{stack|Glass|2}} to add a monitor&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to connect the monitor&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect the monitor&lt;br /&gt;
* Use a {{material|Crowbar}} to pry off the monitor&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the circuitry&lt;br /&gt;
* Use a {{material|Crowbar}} to pry out the {{material|Circuitboard|name=Circuit Board}}&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the frame&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=AI Core&lt;br /&gt;
|Icon=AI.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Plasteel|4}}&lt;br /&gt;
* {{stack|Reinforced Glass|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=AI Core Board}}&lt;br /&gt;
* {{material|Brain|Human Brain}}&lt;br /&gt;
|construct=&lt;br /&gt;
* [[File:0AICore.png]] : Click the {{material|Plasteel}} and choose &#039;&#039;AI Core&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the mainframe into place&lt;br /&gt;
* [[File:1AICore.png]] : Add an {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* [[File:2AICore.png]] : Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* [[File:3AICore.png]] : Use {{stack|Cable Coils|1}} to add wiring to the mainframe&lt;br /&gt;
* [[File:4AICore.png]] : Add the {{material|Brain|name=Human Brain}} placed in a {{material|MMI empty|name=MMI}} or an active [[File:PosibrainActive.gif]] &#039;&#039;&#039;Posibrain&#039;&#039;&#039; to make the AI Core functional&lt;br /&gt;
* [[File:5AICore.png]] : Add {{stack|Reinforced Glass|2}} to finish the screen&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to connect the screen to the mainframe&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to disconnect the screen from the mainframe&lt;br /&gt;
* Use a {{material|Crowbar}} to pry off the screen.&lt;br /&gt;
* Remove the {{material|Brain|name=Human Brain}} or [[File:PosibrainActive.gif]] &#039;&#039;&#039;Posibrain&#039;&#039;&#039;&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the mainframe&#039;s wiring&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to unsecure the {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* Use a {{material|Crowbar}} to pry out the {{material|Circuitboard|name=AI Core Board}}&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the mainframe&lt;br /&gt;
* Use a {{material|Welder}} to turn the mainframe back into {{material|Plasteel}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Light Fixture&lt;br /&gt;
|Icon=lightfixture.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|2}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
* {{stack|Light tube|1|name=Light Tube}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|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 {{stack|Cable Coils|1}} to add wiring&lt;br /&gt;
* Add a {{material|light tube|name=Light Tube}} or {{material|light bulb|name=Light Bulb}} depending on chosen frame&lt;br /&gt;
|destruct=&lt;br /&gt;
* Remove the {{material|light tube|name=Light Tube}} or {{material|light bulb|name=Light Bulb}}. &#039;&#039;Light should be off beforehand, or {{material|BGloves|name=Protective Gloves}} should be used.&#039;&#039;&lt;br /&gt;
* Use {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Wrench}} to detach the frame from the wall&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Metal}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Security Camera&lt;br /&gt;
|Icon=Security_Camera.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|CameraAssembly|1|name=Camera Assembly}}&lt;br /&gt;
* {{stack|Cable Coils|1}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Drop the {{material|CameraAssembly|name=Camera Assembly}} on the floor in front of the wall you want it on.&lt;br /&gt;
* Use a {{material|Wrench}} to secure the {{material|CameraAssembly|name=Camera Assembly}} to the wall&lt;br /&gt;
* Use a {{material|Welder}} to weld the {{material|CameraAssembly|name=Camera Assembly}} to the wall&lt;br /&gt;
* Apply any upgrades you might want&lt;br /&gt;
&#039;&#039;Available Upgrades: {{material|plasmadone|name=Solid Plasma}} for EMP Proofing, {{material|Carrot}} for X-Ray Vision, and {{material|Proximitysensor|name=Proximity Sensor}} for Motion Sensor&lt;br /&gt;
* Use {{material|Cable Coils}} to add wiring&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=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;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the maintenance panel&lt;br /&gt;
* Interact with the camera and use {{material|Wirecutters}} to cut all wires &#039;&#039;(Alarm Wire is optional)&#039;&#039;&lt;br /&gt;
* Use a {{material|Welder}} to undo the welding on the {{material|CameraAssembly|name=Camera Assembly}}&lt;br /&gt;
* Use a {{material|Wrench}} to detach the {{material|CameraAssembly|name=Camera Assembly}} from the wall&lt;br /&gt;
* Use a {{material|Crowbar}} to discard any upgrades from the {{material|CameraAssembly|name=Camera Assembly}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Turrets&lt;br /&gt;
|Icon=Turretcover.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Metal|7}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{stack|Laser|1|name=Any Energy-Based Weapon}}&lt;br /&gt;
* {{stack|Proximitysensor|1|name=Proximity Sensor}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose &#039;&#039;Turret Frame&#039;&#039;&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the turret frame&lt;br /&gt;
* Use {{material|Metal}} to add a turret cover&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the cover&lt;br /&gt;
* Add any {{material|Laser|name=Gun}}&lt;br /&gt;
* Add a {{material|Proximitysensor|name=Proximity Sensor}}&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to secure the assembly&lt;br /&gt;
* Use more {{material|Metal}} to add a turret hatch&lt;br /&gt;
* Use a {{material|Welder}} to secure the turret hatch&lt;br /&gt;
|destruct=&lt;br /&gt;
&#039;&#039;TBA&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Solar Panels and Trackers&lt;br /&gt;
|Icon=solar_assembly.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|solar_assembly|name=Solar Assembly}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Glass}} or {{material|Reinforced Glass}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Tracker Electronics}} to make a tracker&lt;br /&gt;
|construct=&lt;br /&gt;
* Place the {{material|solar_assembly|name=Solar Assembly}} where you want it over a wire knot&lt;br /&gt;
* Use a {{material|Wrench}} to bolt into place&lt;br /&gt;
* Add {{material|Circuitboard|name=Tracker Electronics}} to turn it into a Solar Tracker&lt;br /&gt;
* Finish the construction by adding {{material|Reinforced Glass|name=Any Type of Glass}} to the {{material|solar_assembly|name=Solar Assembly}}&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the panel&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Tracker Electronics}} if working on a Solar Tracker&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the frame&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Mass Driver&lt;br /&gt;
|Icon=Mass Driver.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{material|Screwdriver}}&lt;br /&gt;
* {{stack|Plasteel|3}}&lt;br /&gt;
* {{stack|Cable Coils|3}}&lt;br /&gt;
* {{stack|Rods|3}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Plasteel}} and choose &#039;&#039;Mass Driver Frame&#039;&#039;&lt;br /&gt;
* Drag and rotate as needed, then use a {{material|Wrench}} to bolt into place&lt;br /&gt;
* Use a {{material|Welder}}&lt;br /&gt;
* Use {{stack|Cable Coils|3}} to add wiring&lt;br /&gt;
* Use {{stack|Rods|3}}&lt;br /&gt;
* Use a {{material|Screwdriver}} to secure the assembly&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver}} to unsecure the assembly&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the rods&lt;br /&gt;
* Use a {{material|Wirecutters}} to remove the wiring&lt;br /&gt;
* Use a {{material|Welder}}&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the frame&lt;br /&gt;
* Use a {{material|Welder}} to turn the frame back into {{material|Plasteel}}&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Disposal Pipes&lt;br /&gt;
|Icon=DisposalPipe.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* 1 x Disposal Pipe/Machine&lt;br /&gt;
* {{material|Welder}}&lt;br /&gt;
* {{material|Wrench}}&lt;br /&gt;
* {{material|Crowbar}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use the RPD or the Disposal Pipe Dispenser to obtain a {{material|DisposalPipe|name=Disposal Pipe}}&lt;br /&gt;
* Use a {{material|Crowbar}} to access the plating&lt;br /&gt;
* Right-click and drag to get into desired position&lt;br /&gt;
* Use a {{material|Wrench}} to bolt the pipe down&lt;br /&gt;
* Use a {{material|Welder}} to weld the pipe secure&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Welder}} to undo the welding&lt;br /&gt;
* Use a {{material|Wrench}} to unbolt the pipe&lt;br /&gt;
&#039;&#039;Note : The disposal pipe can then be destroyed by using the RPD or the Disposal Pipe Dispenser&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Lightswitch&lt;br /&gt;
|Icon=LightSwitch.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Metal|1}}&lt;br /&gt;
* {{material|Cable Coils}}&lt;br /&gt;
* {{material|Screwdriver}}&lt;br /&gt;
&lt;br /&gt;
|construct=&lt;br /&gt;
* Select &amp;quot;Lightswitch&amp;quot; under &amp;quot;Mounted Frames&amp;quot; after clicking on the {{material|Metal}}&lt;br /&gt;
* Place lightswitch on wanted wall&lt;br /&gt;
* Use {{material|Cable Coils}} to add wiring&lt;br /&gt;
* Use a {{material|Screwdriver}} to complete the frame.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver}} to unsecure the frame.&lt;br /&gt;
* Use a {{material|Wirecutters}} to remove the cable.&lt;br /&gt;
* Use a {{material|Wrench}} to remove the frame from the wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Vending Machine&lt;br /&gt;
|Icon=Vendomat.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Metal}}&lt;br /&gt;
* {{material|Cable Coils}}&lt;br /&gt;
* {{material|Screwdriver}}&lt;br /&gt;
* {{stack|Micro_Manipulator|1|name=Manipulator}}&lt;br /&gt;
* {{stack|Scanning Module|1}}&lt;br /&gt;
* {{stack|Matter_bin|1|name=Matter Bin}}&lt;br /&gt;
* &#039;&#039;&#039;Recharge Pack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|construct=&lt;br /&gt;
* Select &amp;quot;Machine Frame&amp;quot; after clicking on the {{material|Metal}}.&lt;br /&gt;
* Use {{material|Cable Coils}} to add wiring.&lt;br /&gt;
* Add {{stack|Circuitboard|1|name=Vending Machine circuitboard}}.&lt;br /&gt;
* Add the Manipulator, Scanning Module and Matter Bin.&lt;br /&gt;
* Use a {{material|Screwdriver}} to complete the frame.&lt;br /&gt;
* Obtain the appropriate Recharge pack from [[Supply_Crates|Cargo]], move it next to the machine, and click-drag the pack onto the machine.&lt;br /&gt;
|destruct=&lt;br /&gt;
* If the machine is out of items, get another Recharge Pack from Cargo to refill it by click-dragging it onto the machine.&lt;br /&gt;
* If the machine is broken, use {{stack|Reinforced Glass|1}} on it to repair it.&lt;br /&gt;
* Use a {{material|Screwdriver}} to unsecure the service panel.&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the parts. Some parts may become broken.&lt;br /&gt;
* Use a {{material|Wirecutters}} to remove the cable.&lt;br /&gt;
* Use a {{material|Wrench}} to turn the frame back into metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Conveyor Switch&lt;br /&gt;
|Icon=Conveyor_switch.png&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{stack|Rods|1|name=Metal Rod}}&lt;br /&gt;
* {{stack|Signaler|1|name=Remote signaler}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Use the {{material|Rods|name=Metal Rod}} on the {{material|Signaler|name=Remote signaler}}.&lt;br /&gt;
* You may configure the switch and restrict it&#039;s pulling with a {{material|Multitool}}.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Wrench}} to disassemble back into parts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Construct&lt;br /&gt;
|Name=Conveyor Belt&lt;br /&gt;
|Icon=Conveyor_active.gif&lt;br /&gt;
|Requires=&lt;br /&gt;
* {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* {{stack|Metal|5}}&lt;br /&gt;
* {{stack|Circuitboard|1|name=Conveyor Belt Circuitboard}}&lt;br /&gt;
|construct=&lt;br /&gt;
* Click the {{material|Metal}} and choose {{material|Conveyor_frame|name=Conveyor Frame}}&lt;br /&gt;
* Fit in the {{material|Circuitboard|name=Conveyor Belt Circuitboard}}&lt;br /&gt;
* Finish with a {{material|Screwdriver_tool|name=Screwdriver}}&lt;br /&gt;
* Change the direction of the belt with a {{material|Multitool}}, if necessary&lt;br /&gt;
&lt;br /&gt;
To Configure:&lt;br /&gt;
&lt;br /&gt;
The only way to operate a Conveyor Belt is with a Conveyor Switch set to the same frequency and ID tag.&lt;br /&gt;
A Conveyor Belt will automatically try to copy the Frequency and ID tag of any Conveyor Switches or Conveyor Belts within one tile of distance when built. It&#039;s recommendable to start by constructing the Conveyor Switch and continue the belt line from there.&lt;br /&gt;
&lt;br /&gt;
If a Conveyor Belt is misconfigured, use a Use a {{material|Multitool}} to set it&#039;s frequency and ID tag to match those of a Conveyor Switch.&lt;br /&gt;
|destruct=&lt;br /&gt;
* Use a {{material|Screwdriver_tool|name=Screwdriver}} to open the cover&lt;br /&gt;
* Use a {{material|Crowbar}} to remove the {{material|Circuitboard|name=Conveyor Belt Circuitboard}}&lt;br /&gt;
* Use a {{material|Wrench}} to dismantle the frame into metal sheets&lt;br /&gt;
}}&lt;br /&gt;
{{ConstructTableEnd}}&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]], [[File:Welder.png|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]], [[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]], [[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;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4060</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4060"/>
		<updated>2016-06-09T01:03:50Z</updated>

		<summary type="html">&lt;p&gt;Nanako: /* Performance Enhancers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = &lt;br /&gt;
*Causes hallucinations: Strength 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60&lt;br /&gt;
*The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&lt;br /&gt;
*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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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 plantlife&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 mould 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=4059</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=4059"/>
		<updated>2016-06-08T23:12:53Z</updated>

		<summary type="html">&lt;p&gt;Nanako: /* Your Job */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = ChiefMedicalOfficer.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = All [[Medbay|Medical Departments]], [[Bridge]], [[Chief Medical Officer&#039;s Office]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in medical-related field, PhD (several preferred).&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Infections|Virology 101]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You control the entire medbay. Other than treating injured crew, it is your responsibility to ensure that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and that all crew are using their suit sensors when [[Standard Operating Procedure|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the foremost medical expert on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture the most essential pharmaceuticals, and develop &#039;cures&#039; for viral infection. You should allow your subordinates to handle the bulk of the work, but don&#039;t be afraid to lend a hand. The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, you&#039;ve lost your own place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical and mental shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assign jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. &lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have [[Medical_items#First_aid_kit|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won&#039;t be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Mechs#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, shout them into line.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It&#039;s a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 30 units of Tricordrazine. You need to get rid of the chemicals inside before you can fill it with different medicine, and the only way to get anything out is to inject it into somebody. It&#039;s considered very bad form to just go around injecting people however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are Tricordrazine or Inaprovaline.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cultist|going crazy]], [[changeling|returning from the dead]], or [[wizard|trapped in the body of a monkey]]. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So, you&#039;re a traitor CMO? Don&#039;t fret. You have many possible tools to help with your objectives.  Your hypospray will help a bit, try filling it with Choral Hydrate for sedation purposes. You have access to [[Chemistry]], so you can sneak in there and make some space lube or similar. You can pretend to &amp;quot;heal&amp;quot; hurt targets brought in, and even disrupt some targets getting cloned.&lt;br /&gt;
&lt;br /&gt;
The bottom line here is to be a bad doctor.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
As a changeling CMO, you&#039;ve got plenty of options. One of your major goals is to capture Genetics so you can absorb genomes quite easily. The spray bottle and hypospray can both be used to knock out victims, and you can lure many humans on the pretense on healing them. CMOlings are best played stealthily. Try not to get anyone too suspicious with you, and see if you can snag an Assistant&#039;s card early for maintenance access (or ask the HoP for it.)&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=4058</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=4058"/>
		<updated>2016-06-05T05:55:23Z</updated>

		<summary type="html">&lt;p&gt;Nanako: /* 64px Cleanbot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif|64px]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif|64px]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
WARNING! CLEANBOTS ARE CURRENTLY BROKEN. As of 5th june 2016, they have been disabled due to bugs&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Farmbot.png|64px]] Farmbot ===&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of [[Hydroponics]] and [[Xenobotany]]. IT will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif|64px]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW|80px]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png|64px]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 60 burn damage&lt;br /&gt;
**Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=4057</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=4057"/>
		<updated>2016-06-05T03:42:40Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Added farmbot, increased image sizes slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif|64px]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif|64px]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Farmbot.png|64px]] Farmbot ===&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of [[Hydroponics]] and [[Xenobotany]]. IT will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif|64px]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW|80px]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png|64px]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 60 burn damage&lt;br /&gt;
**Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Watertank.png&amp;diff=4056</id>
		<title>File:Watertank.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Watertank.png&amp;diff=4056"/>
		<updated>2016-06-05T03:39:39Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Farmbot.png&amp;diff=4055</id>
		<title>File:Farmbot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Farmbot.png&amp;diff=4055"/>
		<updated>2016-06-05T03:39:27Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4052</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4052"/>
		<updated>2016-06-01T23:58:34Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Painkiller overdose hallucinations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = &lt;br /&gt;
*Causes hallucinations: Strength 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60&lt;br /&gt;
*The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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 plantlife&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 mould 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=4051</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=4051"/>
		<updated>2016-05-30T16:58:44Z</updated>

		<summary type="html">&lt;p&gt;Nanako: added research borg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead human.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with two cyborgs, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?&lt;br /&gt;
&lt;br /&gt;
===Being Upgraded===&lt;br /&gt;
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one&#039;s new body.&lt;br /&gt;
&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping a robotics ID on it. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
==Non-Human Communication==&lt;br /&gt;
Cyborgs are different in that they have a &#039;&#039;&#039;binary channel&#039;&#039;&#039;, which works with &#039;&#039;&#039;:b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Stun Baton]]&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* [[Energy Sword]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A fairly useless module, but can be fun to have around. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Space Beer&lt;br /&gt;
* Universal Enzyme&lt;br /&gt;
* pen&lt;br /&gt;
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and space cash (only works on flat surfaces).&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* Tray&lt;br /&gt;
* Shaker&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Sonic Jackhammer&lt;br /&gt;
* Shovel&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Security_Humanoid.png|50px]][[File:Borg_Security.png|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Borg_Officer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* [[Security HUD]]&lt;br /&gt;
* [[Security_Items#Handcuffs|Handcuffs]]&lt;br /&gt;
* [[Security_Items#Stun_Baton| Stun Baton]]&lt;br /&gt;
* [[Security_Items#Taser|Taser]]&lt;br /&gt;
* [[Laser Gun]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. However, due to lack of hands, they are not able to fully turn on the [[Engine]], and they lack the ability to construct some items. Engineering modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Rapid-construction-device&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Metal&lt;br /&gt;
* Reinforced glass&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Janitor===&lt;br /&gt;
[[File:Borg_Janitor_Humanoid.png|50px|Humanoid]] [[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Janbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Mop&lt;br /&gt;
* Lube spray - Causes people to trip (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things.Just like the standard Engineer module they also lack hands, so they too are unable to completely set up the [[Engine]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Meson Goggles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Rapid Construction Device (RCD)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Plasma Cutter&lt;br /&gt;
&lt;br /&gt;
===Surgery===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This particular module is a spin-off of the Medical Module. However it specialises in the surgery aspect of medical which the standard Medical unit cannot do. Features a plethora of tools to assist you in [[Surgery]]. Comes loaded with the following goodies:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Hypospray (Capable of dispensing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone Gel&lt;br /&gt;
* Fix O Vein&lt;br /&gt;
* Bone Setter&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Surgical Drill&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Advanced Trauma kit&lt;br /&gt;
* NanoPaste&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Yet another spin off of the Medical Module. It specialises in emergency situations when multiple casualties may exist. Loaded with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical Hud&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Advanced Reagent Scanner&lt;br /&gt;
* Roller Bed Rack&lt;br /&gt;
* Ointment&lt;br /&gt;
* Roll Of Gauze&lt;br /&gt;
* Medical Splints&lt;br /&gt;
* Hypospray (Capable of producing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Chemistry Gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* Fire Extingusher&lt;br /&gt;
&lt;br /&gt;
=== Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Printing Pen&lt;br /&gt;
* Paper Dispenser&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
(Pictures to come)&lt;br /&gt;
&lt;br /&gt;
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&amp;amp;D, xenobiology, and most aspects of robotics (no exosuit construction)&lt;br /&gt;
&lt;br /&gt;
*Flash&lt;br /&gt;
*Portable Destructive Analyser (breaks things down for research levels)&lt;br /&gt;
*Research Gripper (holds circuitboards, robot parts and components, cyborg upgrades, brains and MMIs, slime extracts, monkey cubes, and glass beakers.)&lt;br /&gt;
*Sheet loader (Holds stacks of materials for loading machines)&lt;br /&gt;
*Cyborg Analyser (like a health analyser for synthetics)&lt;br /&gt;
*Access Code Transmission Device (Unlocks chassis&#039; of cyborgs, including yourself. Can be used to open and then reset yourself&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Scalpel&lt;br /&gt;
*Circular Saw&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Syringe&lt;br /&gt;
*Chemistry Gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
&lt;br /&gt;
When Emagged:&lt;br /&gt;
*Hand teleporter&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
* You cannot pick up, use, or equip external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director&#039;s Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]] if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=4050</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=4050"/>
		<updated>2016-05-30T16:46:31Z</updated>

		<summary type="html">&lt;p&gt;Nanako: removed medical module, its not in aurora&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead human.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with two cyborgs, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?&lt;br /&gt;
&lt;br /&gt;
===Being Upgraded===&lt;br /&gt;
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one&#039;s new body.&lt;br /&gt;
&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping a robotics ID on it. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
==Non-Human Communication==&lt;br /&gt;
Cyborgs are different in that they have a &#039;&#039;&#039;binary channel&#039;&#039;&#039;, which works with &#039;&#039;&#039;:b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Stun Baton]]&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* [[Energy Sword]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A fairly useless module, but can be fun to have around. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Space Beer&lt;br /&gt;
* Universal Enzyme&lt;br /&gt;
* pen&lt;br /&gt;
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and space cash (only works on flat surfaces).&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* Tray&lt;br /&gt;
* Shaker&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Sonic Jackhammer&lt;br /&gt;
* Shovel&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Security_Humanoid.png|50px]][[File:Borg_Security.png|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Borg_Officer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* [[Security HUD]]&lt;br /&gt;
* [[Security_Items#Handcuffs|Handcuffs]]&lt;br /&gt;
* [[Security_Items#Stun_Baton| Stun Baton]]&lt;br /&gt;
* [[Security_Items#Taser|Taser]]&lt;br /&gt;
* [[Laser Gun]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. However, due to lack of hands, they are not able to fully turn on the [[Engine]], and they lack the ability to construct some items. Engineering modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Rapid-construction-device&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Metal&lt;br /&gt;
* Reinforced glass&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Janitor===&lt;br /&gt;
[[File:Borg_Janitor_Humanoid.png|50px|Humanoid]] [[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Janbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Mop&lt;br /&gt;
* Lube spray - Causes people to trip (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things.Just like the standard Engineer module they also lack hands, so they too are unable to completely set up the [[Engine]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Meson Goggles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Rapid Construction Device (RCD)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Plasma Cutter&lt;br /&gt;
&lt;br /&gt;
===Surgery===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This particular module is a spin-off of the Medical Module. However it specialises in the surgery aspect of medical which the standard Medical unit cannot do. Features a plethora of tools to assist you in [[Surgery]]. Comes loaded with the following goodies:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Hypospray (Capable of dispensing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone Gel&lt;br /&gt;
* Fix O Vein&lt;br /&gt;
* Bone Setter&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Surgical Drill&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Advanced Trauma kit&lt;br /&gt;
* NanoPaste&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Yet another spin off of the Medical Module. It specialises in emergency situations when multiple casualties may exist. Loaded with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical Hud&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Advanced Reagent Scanner&lt;br /&gt;
* Roller Bed Rack&lt;br /&gt;
* Ointment&lt;br /&gt;
* Roll Of Gauze&lt;br /&gt;
* Medical Splints&lt;br /&gt;
* Hypospray (Capable of producing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Chemistry Gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* Fire Extingusher&lt;br /&gt;
&lt;br /&gt;
=== Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Printing Pen&lt;br /&gt;
* Paper Dispenser&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
* You cannot pick up, use, or equip external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director&#039;s Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]] if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=4049</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=4049"/>
		<updated>2016-05-30T16:42:54Z</updated>

		<summary type="html">&lt;p&gt;Nanako: updated crisis borg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead human.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with two cyborgs, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?&lt;br /&gt;
&lt;br /&gt;
===Being Upgraded===&lt;br /&gt;
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one&#039;s new body.&lt;br /&gt;
&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping a robotics ID on it. Cut out a human body&#039;s brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
==Non-Human Communication==&lt;br /&gt;
Cyborgs are different in that they have a &#039;&#039;&#039;binary channel&#039;&#039;&#039;, which works with &#039;&#039;&#039;:b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Stun Baton]]&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* [[Energy Sword]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A fairly useless module, but can be fun to have around. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Space Beer&lt;br /&gt;
* Universal Enzyme&lt;br /&gt;
* pen&lt;br /&gt;
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and space cash (only works on flat surfaces).&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* Tray&lt;br /&gt;
* Shaker&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:&lt;br /&gt;
&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Sonic Jackhammer&lt;br /&gt;
* Shovel&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Medical cyborgs are of dubious usefulness. Their medicines only recharge whilst they are in a cyborg recharge station and they are also not able to heal or mix chemicals with any great efficiency. They lack hands, so they are unable to put patients in sleepers or cryo, and they cannot perform surgery. Their only upside is that they are able to reach patients in otherwise dangerous environments. However, other modules can do this as well. Medical modules are loaded with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Medical HUD]]&lt;br /&gt;
* [[Health Analyzer]]&lt;br /&gt;
* Syringe (Dylovene)&lt;br /&gt;
* Syringe (inaprovaline)&lt;br /&gt;
* Syringe (mixed)&lt;br /&gt;
* Syringe&lt;br /&gt;
* Syringe&lt;br /&gt;
* Internal inaprovaline bottle&lt;br /&gt;
* Internal dylovene bottle&lt;br /&gt;
* Beaker&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Dexalin pill&lt;br /&gt;
* Dylovene pill&lt;br /&gt;
* Kelotane pill&lt;br /&gt;
* Bicardine pill&lt;br /&gt;
* Cyanide pill - Near instant death when swallowed (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Security_Humanoid.png|50px]][[File:Borg_Security.png|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Borg_Officer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* [[Security HUD]]&lt;br /&gt;
* [[Security_Items#Handcuffs|Handcuffs]]&lt;br /&gt;
* [[Security_Items#Stun_Baton| Stun Baton]]&lt;br /&gt;
* [[Security_Items#Taser|Taser]]&lt;br /&gt;
* [[Laser Gun]] (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. However, due to lack of hands, they are not able to fully turn on the [[Engine]], and they lack the ability to construct some items. Engineering modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Flash]]&lt;br /&gt;
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]&lt;br /&gt;
* Rapid-construction-device&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Metal&lt;br /&gt;
* Reinforced glass&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Electrified arm - Like a stun baton (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Janitor===&lt;br /&gt;
[[File:Borg_Janitor_Humanoid.png|50px|Humanoid]] [[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Janbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* [[Security_Items#Flash|Flash]]&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Mop&lt;br /&gt;
* Lube spray - Causes people to trip (When [[Emagged]])&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]]&lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things.Just like the standard Engineer module they also lack hands, so they too are unable to completely set up the [[Engine]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Meson Goggles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Rapid Construction Device (RCD)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Plasma Cutter&lt;br /&gt;
&lt;br /&gt;
===Surgery===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This particular module is a spin-off of the Medical Module. However it specialises in the surgery aspect of medical which the standard Medical unit cannot do. Features a plethora of tools to assist you in [[Surgery]]. Comes loaded with the following goodies:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Hypospray (Capable of dispensing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone Gel&lt;br /&gt;
* Fix O Vein&lt;br /&gt;
* Bone Setter&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Surgical Drill&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Advanced Trauma kit&lt;br /&gt;
* NanoPaste&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Yet another spin off of the Medical Module. It specialises in emergency situations when multiple casualties may exist. Loaded with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical Hud&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Advanced Reagent Scanner&lt;br /&gt;
* Roller Bed Rack&lt;br /&gt;
* Ointment&lt;br /&gt;
* Roll Of Gauze&lt;br /&gt;
* Medical Splints&lt;br /&gt;
* Hypospray (Capable of producing; Bircadine, Inaprovaline and Dexaline)&lt;br /&gt;
* Chemistry Gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* Fire Extingusher&lt;br /&gt;
&lt;br /&gt;
=== Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]]&lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes with:&lt;br /&gt;
&lt;br /&gt;
* Flashlight&lt;br /&gt;
* Flash&lt;br /&gt;
* Printing Pen&lt;br /&gt;
* Paper Dispenser&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
* You cannot pick up, use, or equip external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director&#039;s Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]] if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4000</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=4000"/>
		<updated>2016-05-26T01:09:13Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Plant-B-Gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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 plantlife&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 mould 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3988</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3988"/>
		<updated>2016-05-23T21:50:13Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Heavy Ion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
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{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
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{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
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{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
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===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
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{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
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===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
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===Military Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
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{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 60 burn damage&lt;br /&gt;
**Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
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{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
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&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
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&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3984</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3984"/>
		<updated>2016-05-23T06:50:23Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Techy beakers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:BluespaceBeaker.gif&amp;diff=3983</id>
		<title>File:BluespaceBeaker.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:BluespaceBeaker.gif&amp;diff=3983"/>
		<updated>2016-05-23T06:47:14Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Noreact.gif&amp;diff=3982</id>
		<title>File:Noreact.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Noreact.gif&amp;diff=3982"/>
		<updated>2016-05-23T06:41:27Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3981</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3981"/>
		<updated>2016-05-23T06:23:08Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Science Goggles and Advanced Mass Spectrometer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Adv_spectrometer.png&amp;diff=3980</id>
		<title>File:Adv spectrometer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Adv_spectrometer.png&amp;diff=3980"/>
		<updated>2016-05-23T06:10:32Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:ScienceGoggles.png&amp;diff=3979</id>
		<title>File:ScienceGoggles.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:ScienceGoggles.png&amp;diff=3979"/>
		<updated>2016-05-23T06:04:41Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3978</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3978"/>
		<updated>2016-05-22T08:54:56Z</updated>

		<summary type="html">&lt;p&gt;Nanako: solaris&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 60 burn damage&lt;br /&gt;
**Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3977</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3977"/>
		<updated>2016-05-22T08:35:51Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Jury-rigged Welder Laser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Heavy Laser bolt, identical to the &amp;quot;laser cannon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3976</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3976"/>
		<updated>2016-05-22T08:17:41Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Added Immolator Laser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Heavy Laser bolt, identical to the &amp;quot;laser cannon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3975</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3975"/>
		<updated>2016-05-22T07:21:25Z</updated>

		<summary type="html">&lt;p&gt;Nanako: /* All-In-One Grinder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3974</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3974"/>
		<updated>2016-05-22T07:20:36Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Improved machine images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Juicer1_100.png&amp;diff=3971</id>
		<title>File:Juicer1 100.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Juicer1_100.png&amp;diff=3971"/>
		<updated>2016-05-22T07:19:50Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3970</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3970"/>
		<updated>2016-05-22T07:17:29Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Dispenser improved image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3968</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3968"/>
		<updated>2016-05-22T07:12:17Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Removed all references to mech, replaced with exosuit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit . Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the ERT. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-PS &amp;quot;Immolator&amp;quot; Laser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Laser bolt, identical to the &amp;quot;laser gun&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Heavy Laser bolt, identical to the &amp;quot;laser cannon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Exosuita|create exosuit]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3957</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3957"/>
		<updated>2016-05-21T20:03:19Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Dropper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Dropper1.png&amp;diff=3956</id>
		<title>File:Dropper1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dropper1.png&amp;diff=3956"/>
		<updated>2016-05-21T20:01:22Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3955</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3955"/>
		<updated>2016-05-21T19:06:35Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Tools - Beakers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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|50px|left]][[File:Beaker.png|50px]] 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;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Beaker.png&amp;diff=3954</id>
		<title>File:Beaker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Beaker.png&amp;diff=3954"/>
		<updated>2016-05-21T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Nanako uploaded a new version of &amp;amp;quot;File:Beaker.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Beakerlarge.png&amp;diff=3953</id>
		<title>File:Beakerlarge.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Beakerlarge.png&amp;diff=3953"/>
		<updated>2016-05-21T17:02:12Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3952</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3952"/>
		<updated>2016-05-21T14:36:59Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Grinder and Fridge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;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.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, 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 authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Smartfridge_chem.png&amp;diff=3951</id>
		<title>File:Smartfridge chem.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Smartfridge_chem.png&amp;diff=3951"/>
		<updated>2016-05-21T14:35:19Z</updated>

		<summary type="html">&lt;p&gt;Nanako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3950</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3950"/>
		<updated>2016-05-21T13:17:08Z</updated>

		<summary type="html">&lt;p&gt;Nanako: ChemMaster 3000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|100px|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;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; 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.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&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 ontop 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 ontop 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3949</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3949"/>
		<updated>2016-05-21T12:53:50Z</updated>

		<summary type="html">&lt;p&gt;Nanako: /* Chemical Dispenser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|100px|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;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3948</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3948"/>
		<updated>2016-05-21T12:52:56Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Added Chem Dispenser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|1100px|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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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 = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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 = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3945</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3945"/>
		<updated>2016-05-21T11:35:11Z</updated>

		<summary type="html">&lt;p&gt;Nanako: removed old extinguisher entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mechs =&lt;br /&gt;
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of mechs is as follows.&lt;br /&gt;
==Mech Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific mechs, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the mech, and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the mech, and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the mech.&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-PS &amp;quot;Immolator&amp;quot; Laser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Laser bolt, identical to the &amp;quot;laser gun&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Heavy Laser bolt, identical to the &amp;quot;laser cannon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Mech Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the mech with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military mechs cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Mech repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Mecha|create mecha]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3944</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3944"/>
		<updated>2016-05-21T11:34:13Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Added extinguisher, organised categories, edited phoron generator notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mechs =&lt;br /&gt;
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of mechs is as follows.&lt;br /&gt;
==Mech Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific mechs, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the mech, and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the mech, and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the mech.&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-PS &amp;quot;Immolator&amp;quot; Laser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Laser bolt, identical to the &amp;quot;laser gun&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Heavy Laser bolt, identical to the &amp;quot;laser cannon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted extinguisher. Can be refilled by clicking on the Water Tank.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Mech Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the mech with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military mechs cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Mech repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Mecha|create mecha]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3943</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=3943"/>
		<updated>2016-05-21T08:49:04Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Diethylamine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
__TOC__&lt;br /&gt;
=Information=&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 metabolises 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 metabolising in their system. This is only dependant on time, not on the quantity of the dose, so overdosing on medicines that metabolise 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 metabolisation 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;metabolised&#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 metabolised 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 metabolised into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolised 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;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;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.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsyness===&lt;br /&gt;
Drowsyness, 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;
&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;
&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;
&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 paralysed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords sieze 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;
&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 amongst 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;
&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;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&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. Absorbs all other chemicals when swallowed, and carries them out safely&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When swallowed in pill form:&lt;br /&gt;
**Removes a total of 1u of other reagents from the patient&#039;s stomach per unit&lt;br /&gt;
*Makes a mess if thrown on the floor&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. Use dialysis in sleeper beds for that&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Chlorine&lt;br /&gt;
|Description = A caustic chemical element with a characteristic odour.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 0.1 trauma damage per second.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective&lt;br /&gt;
**Also affects a target if splashed on them&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. Highly flammable&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *When splashed on someone&lt;br /&gt;
**Victim will be set aflame by the next burn they recieve.&lt;br /&gt;
*When injected&lt;br /&gt;
**Causes 2 toxin damage per unit&lt;br /&gt;
*When ingested&lt;br /&gt;
**Does way too many things to list here. Will be explained on food and drink page.&lt;br /&gt;
*When splashed onto paper or books, cleans all the ink off, making it blank&lt;br /&gt;
**Does not erase magical tomes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Fluorine&lt;br /&gt;
|Description = A highly-reactive chemical element which is toxic to organic life.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = &lt;br /&gt;
*Deals 1 toxin damage per unit&lt;br /&gt;
**Also affects a target if splashed on them&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Hydrogen&lt;br /&gt;
|Description = A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.&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&lt;br /&gt;
**Restores the patient&#039;s blood, at a rate of 8 blood units per unit.&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help patients recover lost blood, much simpler than a transfusion, although slower. Eating food also works&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&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 = *Causes the patient to take a step in a random direction every two seconds.&lt;br /&gt;
**Oddly, this effect only triggers when they are standing on space. This is a bug.&lt;br /&gt;
*Causes the patient to randomly emote drooling, twitching or moaning, on average every 40 seconds&lt;br /&gt;
*Causes 1 point of brain damage per second (works out to 10 points per unit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Nitrogen&lt;br /&gt;
|Description = A colourless, odourless, tasteless gaseous element, which is the largest component of most life forms&#039; breathable atmosphere.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Heals 3 suffocation damage to Vox per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Oxygen&lt;br /&gt;
|Description = A colorless, odorless gaseous element which is vital for human life.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 3 toxin damage to Vox per unit&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;
{{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. Can be used to cure viruses, but this is quite likely to be deadly to the patient&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*If the patient has a virus, After an average of about 40 seconds (randomness involved)&lt;br /&gt;
**Patient develops an antibody to the virus&lt;br /&gt;
**Has a 50% chance to do the following&lt;br /&gt;
***Deals 50% radiation&lt;br /&gt;
***Deals 100 toxin damage to non-diona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *When injected or swallowed&lt;br /&gt;
**Deals 20 burn damage per unit&lt;br /&gt;
*When splashed on someone&lt;br /&gt;
**Metabolises 50u at a time, every two seconds&lt;br /&gt;
**Always affects the head, regardless of where its targeted&lt;br /&gt;
**Wearing an acid-proof helmet or mask will prevent all effects&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;
***Deals 0.5 burn damage per unit.&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;
{{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&lt;br /&gt;
**Provides 3 nutrition per unit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&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;
{{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 silvery-white 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;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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 specialised medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Oxygen, 0.1 parts Phoron, 1 units Phoron(catalyst). &lt;br /&gt;
*Results in 1 unit instead of 2.1&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = It is used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffication damage per unit&lt;br /&gt;
*Deals 6 toxin damage to Vox per unit&lt;br /&gt;
*Removes 2 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *Makes a 60u bottle&lt;br /&gt;
**Use a dropper to add 7u Phoron&lt;br /&gt;
**Add 120u Oxygen&lt;br /&gt;
**Pour off 60u Dexalin and bottle it using the ChemMaster&lt;br /&gt;
**Pour the remaining 1u Phoron back into your phoron supply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from cordrazine. Can be used to treat a wide range of injuries.&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 = N/A&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 = 30&lt;br /&gt;
|Description = A drug used to treat burns..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Burn damage per unit&lt;br /&gt;
&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|OptimalRecipe = *60u Carbon, 60u Silicon&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffication damage per unit&lt;br /&gt;
*Deals 9 toxin damage to Vox per unit&lt;br /&gt;
*Removes 3 units of Lexorin from the patient&#039;s body per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *More than 1 unit is never needed. The only thing that larger doses do, is take longer to metabolise, and protect the patient for a few more seconds&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 Nitrogen&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&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 9 points per unit&lt;br /&gt;
*Prevents liver breakdown caused by high toxins&lt;br /&gt;
*Heals liver damage at a rate of 0.1 points per second, if the liver has less than 10 damage&lt;br /&gt;
|OverdoseEffect = *N/A. It is impossible to overdose on Dylovene, no side-effects at any quantity&lt;br /&gt;
|OptimalRecipe = *40u Silicon, 40u Potassium, 40u Nitrogen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Oxygen, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is the next step in burn medication. Works twice as well as kelotane and enables the body to restore even the direst heat-damaged tissue.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn 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 = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also heal internal bleeding at dangerously high doses&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work, so they can&#039;t be in cryotubes. |Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene, &lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to lessen the damage to neurological tissue after a catastrophic injury. Can heal brain tissue&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit&lt;br /&gt;
*Acts as a mild painkiller (strength 10)&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A chemical mixture with almost magical healing powers. Its main limitation is that the targets body temperature must be under 170K for it to metabolise correctly.  Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 2 parts Bicardine, 2 parts Clonexadone&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&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 = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron&lt;br /&gt;
*Catalyst: 1 unit Phoron&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to cryoxadone, but three times as powerful. Intended for use in cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heartrate&lt;br /&gt;
*All of the following effects require the patient&#039;s body temperature to be below 170 kelvin. Hard to do outside of cryotubes&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 = *N/A&lt;br /&gt;
|Notes = *It is theoretically possible to use this outside of the cryo tanks, if you manage to get the patient&#039;s body cold enough. This could be done by taking them into the research server room, or opening the valve on a tank of supercooled oxygen in a small room&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Dylovene, 1 part Hydrogen&lt;br /&gt;
*makes 2 units&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Heals eye damage. Effective in treating eye trauma.&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;
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&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder with almost magical properties, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Hyronalin&lt;br /&gt;
|Metabolism = 0.025&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = An unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &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 Trauma damage per unit (randomness is involved)&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnomalities via a catalytic process. &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. Therefore 1u pills are the recommended means of providing it, more than 1u has no effect&lt;br /&gt;
*Does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage&lt;br /&gt;
*Only cures disabilities that come from a genetic cause. Temporary blindness can be caused by flashes, which it will not cure&lt;br /&gt;
*There are several possible sources of mutations and disabilities:&lt;br /&gt;
**Being cloned usually causes a bad mutation&lt;br /&gt;
**Being caught outside maintenance in a radiation storm has a high chance to cause mutations&lt;br /&gt;
**Repeatedly flashing a vaurca inflicts blindness disability, which ryetalyn will fix&lt;br /&gt;
**Welding without eye protection causes blindness disability&lt;br /&gt;
**Certain cultist runes can (very rarely) inflict permanant blindness or deafness&lt;br /&gt;
**Injecting Unstable Mutagen into a patient can rarely cause mutations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Oxygen, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralises alcohol in the blood stream.&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;
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&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Copper, 1 part Silicon&lt;br /&gt;
*Catalyst: 1u Phoron&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Moves the patient&#039;s body temperature towards 310 kelvin (36.85 Celsius) at a rate of up to 20 kelvin per second&lt;br /&gt;
|OverdoseEffect = *Toxins&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 metabolzed.&lt;br /&gt;
}}&lt;br /&gt;
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{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Radium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
&lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories.&lt;br /&gt;
*Bacterial Infection&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents germ levels on infected organs/bodyparts from rising naturally &lt;br /&gt;
****Does not prevent infected wounds from increasing germ level&lt;br /&gt;
****Does not prevent spreading germs from nearby infected parts&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 levels per second&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second&lt;br /&gt;
**Effects at 30u dosage&lt;br /&gt;
***Prevents organ/bodypart death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections&lt;br /&gt;
*Viral Pathogen&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Prevents the patient spreading their viruses to others&lt;br /&gt;
***Prevents being the patient being infected by viruses&lt;br /&gt;
***Cures stage-1 viruses very quickly&lt;br /&gt;
****Will have no effect on stage 2 or higher&lt;br /&gt;
****Does not slow or impede the progress of viruses at all after stage 1&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of spaceacillin&#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 metabolised. 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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Ethanol, 1 part Chlorine&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&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;
**Either use a spray bottle to spray it onto the patient, or use a beaker in harm intent to splash it onto them.&lt;br /&gt;
*Does NOT sterilize wounds. Only treating the wound with a bandage, ointment, or advanced trauma/burn kit can do this.&lt;br /&gt;
*Does not affect the germ level of wounds, bodyparts, or internal organs&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. Making this compound largely redundant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Painkillers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilise them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients.&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 = *Toxins&lt;br /&gt;
|OptimalRecipe = *40u Carbon, 40u Oxygen, 40u Sugar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water &lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Inaprovaline, 1 part Oxygen&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol, &lt;br /&gt;
*1 units Phoron (catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200&lt;br /&gt;
|OverdoseEffect = *The patient sees pretty colours&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 unit Chloral Hydrate, 4 units Sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&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;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 3 parts Chlorine, 1 part Ethanol, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&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;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate 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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Hydrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *This drug is RP only. It has no gameplay or mechanical effects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Messages are RP only. Hallucinations are the only mechanical effect of this drug&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Phosphorous, 1 part Sugar, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.015&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speedboost effect&lt;br /&gt;
**This medicine does not work on Dionaea&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Under normal circumstances, this will usually not make you any faster. It will just allow you to continue moving at normal speed when there are things which would slow you down&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 = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful stimulant that cures many sensory and nervous impairments, and makes the user very difficult to keep down. But it takes its toll on the body, poisoning the user slowly..&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsyness 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;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxin damage from this medicine stacks with the toxin damage caused by overdosing. &lt;br /&gt;
*The effects of this medicine persist as long as it is metabolising, and it metabolises very slowly, about one unit every 200 seconds.&lt;br /&gt;
*Constant removal of stunning/weakening/paralysis makes the user far more robust in combat, and able to keep moving to some degree, while below 0% health&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Dylovene,  1 part Hydrogen, 1 part Silicon&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &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 = Space Drugs&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Mercury, 1 part Sugar&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Monolithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful vision.&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 sngle 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. Averages once per 28 seconds &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&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 Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
**This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&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 metabolising&lt;br /&gt;
*Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
**This has a neglible effect on anything&lt;br /&gt;
|Notes = *Does not stop the patient&#039;s heart.&lt;br /&gt;
*To treat: Remove with dialysis, then administer dylovene and dexalin&lt;br /&gt;
*Metabolism is VERY slow, takes 200 seconds to metabolise a single unit. Making this a very effective long-lasting paralytic&lt;br /&gt;
*A dose of 6u will raise toxins high enough to start damaging the liver, and eventuallly cause death. but this will take quite a long time. A dose of 20u is guaranteed to eventually kill, but this could take over an hour&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 Copper, 5 parts Soporific&lt;br /&gt;
*Makes 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 metabolising&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis)&lt;br /&gt;
**Silences the patient, strength 10&lt;br /&gt;
**Causes the patient to go into fake death&lt;br /&gt;
***Health Analyser shows the patient as dead, and looking at the patient will say they have no pulse and their soul has departed. Checking their pulse will also show no pulse.&lt;br /&gt;
****However, a scanner bed will show the patient as unconscious&lt;br /&gt;
***Health Analyser shows 300 fake suffocation damage&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values&lt;br /&gt;
****This fake suffocation will gradually heal over time, which does not normally happen with corpses. Anyone analysing more than once will see the suffocation healing and the toxins rising.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. it is difficult to use for the fake death effect unless those who witness the &#039;corpse&#039; are likely to leave the area shortly after.&lt;br /&gt;
*This toxin is the only chemical in the game which mutes the victim, thus making them completely helpless and incapable moving, resisting, or even calling for help.&lt;br /&gt;
*It is extremely wasteful in materials. A single carp will give only 9 units of carpotoxin - 3 fillets with 3 units each. &lt;br /&gt;
**Although making recipes that use a carp fillet will have 6 units of carpotoxin in them, allowing you to get twice as much from a carp&lt;br /&gt;
*If you plan to administer this to yourself, swallowing it in pill form will last the same amount of time, but deal half as much damage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezine&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|Description = Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = *Cures jittering (2.5 points per second)&lt;br /&gt;
*Causes roughly 2.4 points of brain damage per unit (randomness is involved)&lt;br /&gt;
*Causes drowsiness, strength 30&lt;br /&gt;
**Drowsiness has a 50% chance to be refreshed each proc, so the victim will be free from it sometimes)&lt;br /&gt;
*Causes the victim to emote drooling, roughly every 10 seconds&lt;br /&gt;
|Notes = *Brain damage doesn&#039;t heal naturally, forcing the victim to seek medical attention&lt;br /&gt;
*To treat: Dialysis or carbon pills to purge the toxin, then alkysine or surgery to repair the brain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Hydrogen, 1 part Nitrogen, 1 part Phoron&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by dexalin plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit&lt;br /&gt;
*Stops breathing&lt;br /&gt;
**Constantly increases losebreath each proc.&lt;br /&gt;
**Each losebreath count converts into 1 Suffocation damage, while preventing it from regenerating&lt;br /&gt;
**Takes approximately 20u, and 3.5 minutes, to get a patient into critical status. After that they will oddly start dying a bit slower&lt;br /&gt;
**Takes 49u, and 8.5 minutes, to fully kill a patient&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralise 3 units of Lexorin&lt;br /&gt;
*To treat: Administer 1u Dexalin Plus to clear built up suffocation, then dialysis (preferable) or lots more dexalin plus to clear the lexorin&lt;br /&gt;
}}&lt;br /&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 Oxygen, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizzyness.&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 metabolises.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects, otherwise treat with dialysis/carbon and then wait for effects to clear&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Foodstuffs===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Table Salt&lt;br /&gt;
|Formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = More properly known as Sodium Chloride, salt is often used to season food.&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. (Results in 1 unit instead of 4)&lt;br /&gt;
|Effects = *No effects&lt;br /&gt;
|Notes = *This substance has no effects except toxins overdose. &lt;br /&gt;
*Its only function is to make nitroglycerin&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;
*Makes 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 = *Used in virology to grow viruses&lt;br /&gt;
*Speeds up the progression of viruses, when put into a patient who is infected with a viral pathogen&lt;br /&gt;
**Effectively increases virus speed by 10&lt;br /&gt;
**Metabolises faster when used for this purpose&lt;br /&gt;
*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 = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Cloneoxydone&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 realising that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *It&#039;s meat. Works exactly the same as a slab of any other kind of meat from the kitchen&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 = 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 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 Chlorophoride&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;
***This suffocation damage is so minor, that a patient who can breathe will naturally out-heal it and not suffocate&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions)&lt;br /&gt;
**Reduces the patient&#039;s losebreath counter, but not below 10.&lt;br /&gt;
***This has a neglible effect on anything&lt;br /&gt;
|Notes = *Metabolises very slowly, overdosing a patient on this would take an hour and 40 minutes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;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 seperate 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 seperate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Ammonia&lt;br /&gt;
|Formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners. &lt;br /&gt;
|Effects = *Useful as a fertilizer in botany/xenobotany: Strength 1&lt;br /&gt;
|Notes = *Used in lots of recipes, especially Space Cleaner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Fluorosurfactant&lt;br /&gt;
|Formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|Description = A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|Application = Reactive&lt;br /&gt;
|Effects = *Foams when mixed with water, see foam.&lt;br /&gt;
|Notes = *This compound is just a stepping stone to the Foam reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Foam&lt;br /&gt;
|Formula = 1 part Fluorosurfactant, 1 part Water&lt;br /&gt;
|Description = A watery foam created from fluorosurfactant, which is primarily useful for cleaning and spreading small amounts of reagents.&lt;br /&gt;
|Application = Reaction&lt;br /&gt;
|Effects = *The radius of the foam is based on the smallest quantity between the Water and Fluorosurfactant, use an equal quantity of both for best results.&lt;br /&gt;
*Foam carries 1u of each other reagent in the beaker, to each tile, deposited on the floor&lt;br /&gt;
**Only 1u, regardless of how much is used&lt;br /&gt;
**Reagents do not affect people caught in the foam, only floors&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;
*Spacecleaner 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 = Luminol&lt;br /&gt;
|Formula = 2 parts Ammonia, 2 parts Carbon, 2 parts Hydrogen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Lubricant&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. (Results in 4 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. (Results in 1 unit instead of 2)&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;
{{8Spacer}}&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Description = A harmful toxic mixture to kill plantlife.&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
}}&lt;br /&gt;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pluse&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.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Really overpowered, do not use in grenades without admin approval, ahelp first.&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&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;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&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;
{{8Spacer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3938</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3938"/>
		<updated>2016-05-19T15:56:12Z</updated>

		<summary type="html">&lt;p&gt;Nanako: Fixed Tech Reqs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mechs =&lt;br /&gt;
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of mechs is as follows.&lt;br /&gt;
==Mech Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific mechs, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the mech, and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the mech, and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a phoron sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron sheet contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator is very inefficient, and generally a massive waste of phoron.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
*Materials Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted extinguisher. Can be refilled by clicking on the Water Tank.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Exosuit Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-PS &amp;quot;Immolator&amp;quot; Laser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Laser bolt, identical to the &amp;quot;laser gun&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Heavy Laser bolt, identical to the &amp;quot;laser cannon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Mech Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the mech with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military mechs cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Mech repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Mecha|create mecha]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3937</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=3937"/>
		<updated>2016-05-19T13:37:20Z</updated>

		<summary type="html">&lt;p&gt;Nanako: corrected exonuclear costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefitshave no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mechs =&lt;br /&gt;
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of mechs is as follows.&lt;br /&gt;
==Mech Construction==&lt;br /&gt;
===Ripley APLU===&lt;br /&gt;
[[File:Ripley.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.&lt;br /&gt;
&lt;br /&gt;
===Firefighter APLU===&lt;br /&gt;
[[File:Firefighter.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Weldingtool]]&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&lt;br /&gt;
&lt;br /&gt;
=== Odysseus ===&lt;br /&gt;
[[File:Mecha odysseus.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Cable coil&lt;br /&gt;
* [[Wirecutters]]&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* [[Screwdriver]]&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&lt;br /&gt;
&lt;br /&gt;
===Gygax===&lt;br /&gt;
[[File:Gygax.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Durand===&lt;br /&gt;
[[File:Durand.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*[[Wirecutters]]&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Add some metal&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Weldingtool]]&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File:Mecha marauder.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
===Hoverpod===&lt;br /&gt;
[[File:Pod.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest.&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific mechs, those will be named in the category too where that&#039;s the case.&lt;br /&gt;
&lt;br /&gt;
===General Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = mecha_abooster_ccw&lt;br /&gt;
|Tech =*1 Engineering Research&lt;br /&gt;
*1 Biological Technology&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the mech, and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the mech, and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Illegal Technologies Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This Equipment is Illegal, and requires Illegal Technologies Research&lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 1&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a phoron sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron sheet contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator is very inefficient, and generally a massive waste of phoron.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor.&lt;br /&gt;
&lt;br /&gt;
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Drill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially an upgraded drill. Isn&#039;t any stronger, but it is faster (all you need for mining really). Bug R&amp;amp;D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;RIPLEY&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Clamp&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical Exosuit&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted extinguisher. Can be refilled by clicking on the Water Tank.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any mech&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*2 Data Theory&lt;br /&gt;
*3 Biological Technology&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Exosuit Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-PS &amp;quot;Immolator&amp;quot; Laser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Laser bolt, identical to the &amp;quot;laser gun&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Heavy Laser bolt, identical to the &amp;quot;laser cannon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mkIV Ion Heavy Cannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a Ion bolt, identical to the &amp;quot;Ion rifle&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Mech Maintenance==&lt;br /&gt;
&lt;br /&gt;
=== Replacing Batteries ===&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the mech with your ID card or PDA with one inside.&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*[[Screwdriver]]&lt;br /&gt;
*[[Crowbar]]&lt;br /&gt;
*[[Wrench]]&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military mechs cannot be removed or replaced.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Mech repeatedly to repair it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* [[Wrench]] &lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Multitool]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Mecha|create mecha]].&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Nanako</name></author>
	</entry>
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