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		<id>https://wiki.novasector13.com/index.php?title=Guide_to_drinks&amp;diff=10060</id>
		<title>Guide to drinks</title>
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		<updated>2026-08-04T00:41:29Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: /* Basic Drink Ingredients */ Fixed two broken links the rest i&amp;#039;ll have to manually add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: These mixtures are usually poured into a glass (50 units), and are typically mixed in a shaker (100 units). If there are several reagents in the glass it will get the look of the drink with the largest amount of units.&lt;br /&gt;
=== Drink Strength ===&lt;br /&gt;
A drink&#039;s strength determines how quickly a drinker gets drunk and how much it improves the chances of success in [[Surgery|surgery]] when applied externally. Negative strength drinks will remove drunkness.&lt;br /&gt;
===Basic Drink Ingredients===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Absinthe.png|64px]]&amp;lt;br&amp;gt;{{anchor|Absinthe}}Absinthe&lt;br /&gt;
|80&lt;br /&gt;
|1 part Absinthe&lt;br /&gt;
|A powerful alcoholic drink. Rumoured to cause hallucinations but does not.&lt;br /&gt;
||Has a chance to cause hallucinations. &amp;lt;br&amp;gt; &#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or Booze-O-Mat extra-strong absinthe, 100 units each.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ale.png|64px]]&amp;lt;br&amp;gt;{{anchor|Ale}}Ale&lt;br /&gt;
|65&lt;br /&gt;
|1 part ale&lt;br /&gt;
|A warm pint of delicious ale.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 6 bottles Magm-Ale, 30 units each. Or from the Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Aloe Juice}}Aloe Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part aloe juice&lt;br /&gt;
|A healthy and refreshing juice.&lt;br /&gt;
|30% chance to heal 1 toxin damage.  &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice aloe or grind aloe cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:amaretto_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Amaretto}}Amaretto&lt;br /&gt;
|25&lt;br /&gt;
|1 part Amaretto&lt;br /&gt;
|A gentle and syrup-like drink, tastes of almonds and apricots.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 bottles Luini Amaretto&lt;br /&gt;
|-&lt;br /&gt;
![[File:Applejack_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Applejack}}Applejack&lt;br /&gt;
|20&lt;br /&gt;
|1 part applejack&lt;br /&gt;
|The perfect beverage for when you feel the need to horse around.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 bottles of Buckin&#039; Bronco&#039;s Applejack. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Apple_juice.png]]&amp;lt;br&amp;gt;{{anchor|Apple Juice}}Apple Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part apple juice&lt;br /&gt;
|The sweet juice of an apple, fit for all ages.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice an [[Guide_to_hydroponics#Apple|apple]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Banana Juice}}Banana Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part banana juice&lt;br /&gt;
|The raw essence of a banana. HONK&lt;br /&gt;
|Heals clowns and monkeys of brute and burn damage &amp;lt;br&amp;gt; &#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice bananas.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beer.png|64px]]&amp;lt;br&amp;gt;{{anchor|Beer}}Beer&lt;br /&gt;
|25&lt;br /&gt;
|1 part beer&lt;br /&gt;
|A freezing pint of beer.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 6 bottles of Space Beer, 30 units each. Or 1000 units in Bartender&#039;s beer keg. Or from Service borg shaker. Or mix 10 parts Flour, 5 units [[#Universal_Enzyme|universal enzyme]] (catalyst).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Berry_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Berry Juice}}Berry Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part berry juice&lt;br /&gt;
|berry juice. Or maybe it&#039;s jam. Who cares?&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice berries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bitters_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Bitters}}Bitters&lt;br /&gt;
|70&lt;br /&gt;
|1 part bitters&lt;br /&gt;
|A bartender&#039;s best friend&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 3 bottles of Bitters.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_lime_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Bungo Juice}}Bungo Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part bungo juice&lt;br /&gt;
|Exotic! You feel like you are on vacation already.&lt;br /&gt;
|Heals clowns and monkeys of brute and burn damage &amp;lt;br&amp;gt; &#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice [[Guide_to_hydroponics#Bungo_Tree|bungo fruit]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Carrot_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Carrot Juice}}Carrot juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part carrot juice&lt;br /&gt;
|It is just like a carrot but without crunching.&lt;br /&gt;
|Heals eye damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice carrots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Champagne_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Champagne}}Champagne&lt;br /&gt;
|40&lt;br /&gt;
|1 part champagne&lt;br /&gt;
|A sparkling wine known for its ability to strike fast and hard.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Booze-O-Mat, 5 bottles of Eau d&#039; Dandy Brut Champagne. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana juice glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Clown&#039;s Tears}}Clown&#039;s Tears&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part clown&#039;s tears&lt;br /&gt;
|Not very funny.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind some clown&#039;s tear soup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brownglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Coffee}}Coffee&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part coffee&lt;br /&gt;
|Don&#039;t drop it, or you&#039;ll send scalding liquid and glass shards everywhere.&lt;br /&gt;
|Heals dizziness, drowsiness, wakes up, heats up if frozen. &#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind dried coffee beans to get Coffee Powder. Mix 1 Coffee Powder + 5 units [[#Water|water]]. Or from the Hot Drinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cognac_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cognac}}Cognac&lt;br /&gt;
|75&lt;br /&gt;
|1 part cognac&lt;br /&gt;
|Damn, you feel like some kind of French aristocrat just by holding this.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Chateau De Baton Premium Cognac, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cream_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Creme de Coconut}}Creme de Coconut&lt;br /&gt;
|20&lt;br /&gt;
|1 part creme de coconut&lt;br /&gt;
|A coconut liqueur for smooth, creamy, tropical drinks.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lime juice glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Creme de Menthe}}Creme de Menthe&lt;br /&gt;
|20&lt;br /&gt;
|1 part creme de menthe&lt;br /&gt;
|A minty liqueur excellent for refreshing, cool drinks.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Creme de Cacao}}Creme de Cacao&lt;br /&gt;
|20&lt;br /&gt;
|1 part creme de cacao&lt;br /&gt;
|A chocolatey liqueur excellent for adding dessert notes to beverages and bribing sororities.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cucumber_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cucumber Juice}}Cucumber Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part cucumber juice&lt;br /&gt;
|Ordinary cucumber juice, nothing from the fantasy world.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice [[Guide to hydroponics#cucumber|cucumbers]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Curacao_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Blue Curacao}}Blue Curacao&lt;br /&gt;
|30&lt;br /&gt;
|1 part curacao&lt;br /&gt;
|Made with laraha oranges, for an aromatic finish. Beautifully blue&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. 5 Bottles of  Beekhof Blauw Curaçao in Booze-o-mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dr_gibb_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Dr. Gibb}}Dr. Gibb&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Dr. Gibb&lt;br /&gt;
|Dr. Gibb. Not as dangerous as the name might imply.&lt;br /&gt;
|Heals drowsiness, cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space Mountain Wind in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fernet_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Fernet}}Fernet&lt;br /&gt;
|80&lt;br /&gt;
|1 part Fernet&lt;br /&gt;
|Pure Fernet Bronca. Only an absolute madman would drink this pure.&lt;br /&gt;
|Reduces satiety a lot, but causes a lot of toxin damage if starving. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In [[Hacking#Vending_Machines|hacked]] Booze-O-Mat, 5 bottles of Fernet Bronca, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brownglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Garlic Juice}}Garlic Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part garlic juice&lt;br /&gt;
|Crushed (not juiced)[[Guide_to_hydroponics#Garlic|garlic]]. [[Cook|Chefs]] love it. &lt;br /&gt;
|20% chance per tick to heal 1 brute and burn if you&#039;re a [[Cook|cook]]. Prevents [[Vampire|vampires]] from biting you. Very slow metabolism rate (0.06u).&amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind [[Guide_to_hydroponics#Garlic|garlic]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Gin}}Gin&lt;br /&gt;
|45&lt;br /&gt;
|1 part gin&lt;br /&gt;
|It&#039;s gin. In space. I say, good sir.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or In Booze-O-Mat, 5 bottles of Griffeater Gin, 100 units each. &amp;lt;br&amp;gt;...???&lt;br /&gt;
|-&lt;br /&gt;
![[File:grenadine.png|64px]]&amp;lt;br&amp;gt;{{anchor|Grenadine}}Grenadine&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part grenadine&lt;br /&gt;
|Delicious flavored syrup.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Glass of Ice}}{{anchor|Ice}}Glass of Ice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part ice&lt;br /&gt;
|Generally, you&#039;re supposed to put something else in there too...&lt;br /&gt;
|Cools down. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 9 Ice Cups, 30 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hard_cider_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Hard Cider}}Hard Cider&lt;br /&gt;
|25&lt;br /&gt;
|1 part hard cider&lt;br /&gt;
|Apple juice, for adults. &lt;br /&gt;
|Cools down. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 Jian Hard Cider, 50u each. &lt;br /&gt;
|-&lt;br /&gt;
![[File:water_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Holy Water}}Holy Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part holy water&lt;br /&gt;
|A glass of holy water.&lt;br /&gt;
|Makes people jittering, stuttering, dizzy. Heals [[Cult|cultism]]. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Have the [[Chaplain]] hit a water container with the Bible. Or One Flask of Holy Water, 100 units, in the [[Chapel]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kahlua_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Kahlua}}{{anchor|Kahlúa}}Kahlúa&lt;br /&gt;
|45&lt;br /&gt;
|1 part Kahlúa&lt;br /&gt;
|DAMN, THIS THING LOOKS ROBUST&lt;br /&gt;
|Heals dizziness, drowsiness and sleeping. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or Booze-O-Mat, 5 bottles of Robert Robust&#039;s Coffee Liqueur, 100 units each. Or from Service borg shaker. Or mix 5 [[#Coffee|coffee]] + 5 [[#Sugar|sugar]] + 5 [[#Universal Enzyme|universal enzyme]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kortara_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Kortara}}Kortara&lt;br /&gt;
|25&lt;br /&gt;
|1 part kortara&lt;br /&gt;
|A sweet, milky nut-based drink enjoyed on Tizira. Frequently mixed with fruit juices and cocoa for extra refreshment. &lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Ferment [[Guide to hydroponics#Korta Nut|korta nuts]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Lemon Juice}}Lemon Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part lemon juice&lt;br /&gt;
|Sour...&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Soda Dispenser. Or juice lemons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon lime glass.png|32x32px]]&amp;lt;br&amp;gt;{{anchor|Lemon-Lime}}Lemon-Lime&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Lemon-Lime&lt;br /&gt;
|You&#039;re pretty certain a real fruit has never actually touched this.&lt;br /&gt;
|Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Soda Dispenser. Or 10 cans of Lemon-Lime in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lime_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Lime Juice}}Lime Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part lime juice&lt;br /&gt;
|A glass of sweet-sour lime juice.&lt;br /&gt;
|20% chance to heal 1 toxin damage.  &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Soda Dispenser. Or In Booze-O-Mat, 4 bottles of Lime Juice, 100 units each. Or from Service borg shaker. Juice limes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lime_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Menthol}}Menthol&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part menthol&lt;br /&gt;
|Tastes naturally minty and imparts a very mild numbing sensation.&lt;br /&gt;
|Prevents coughing.&amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 4 cartons of Menthol, 100 units each. Or from the soda dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cream_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Milk}}Milk&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part milk&lt;br /&gt;
|White and nutritious goodness!&lt;br /&gt;
|20% chance per tick to heal 1 brute damage in a random body part and purges [[#Capsaicin_Oil|capsaicin oil]]. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Biogenerator. Or milk a goat or a cow. Or from [[File:Milk.png]] Space Milk cartons, 50 units in each. 5 are found in the kitchen freezer. Ordered food crate has one.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cream_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cream}}{{anchor|Milk Cream}}Cream&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part cream&lt;br /&gt;
|Ewwww...&lt;br /&gt;
|20% chance per tick to heal 1 brute damage in a random body part. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat (cream), 4 bottle of Milk Cream, 100 units each. Or from Service borg shaker. Or from the Biogenerator.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ginvodkaglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Navy Rum}}Navy Rum&lt;br /&gt;
|90&lt;br /&gt;
|1 part navy rum&lt;br /&gt;
|Splice the mainbrace, and God save the King. It&#039;s white rum&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039;. In Booze Dispenser, In Booze-O-Mat, 5 bottles of Pride of the Union Navy-Strength Rum.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cream_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Nothing}}Nothing&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part nothing&lt;br /&gt;
|Absolutely nothing.&lt;br /&gt;
|Heals mimes of brute damage and mutes them. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; [[Mime]]&#039;s Bottle of Nothing, or by grinding [[Guide_to_hydroponics#Mimana|Mimanas]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Orange_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Orange Juice}}Orange Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part orange juice&lt;br /&gt;
|Vitamins! Yay!&lt;br /&gt;
|30% chance to heal 1 suffocation damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 4 bottles of Orange Juice, 100 units each. Or from Service borg shaker. 15 units in each can of Star-kist, along with 15 units of space cola. Or juice oranges.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Parsnip_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Parsnip Juice}}Parsnip Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part parsnip juice&lt;br /&gt;
|Why...&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice a [[Guide_to_hydroponics#Parsnip|parsnip]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Peach_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Peach Juice}}Peach Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part peach juice&lt;br /&gt;
|Just peachy.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind canned peaches, which can only be found in [[Maintenance|maintenance]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Pineapplejuice.png|64px]]&amp;lt;br&amp;gt;{{anchor|Pineapple_Juice}}Pineapple Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part pineapple juice&lt;br /&gt;
|Tart, tropical, and hotly debated.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Soda Dispenser. Or juice pineapples.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plum_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Plum Juice}}Plum Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part plum juice&lt;br /&gt;
|Refreshing and slightly acidic beverage.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice [[Guide to hydroponics#Plum|plums]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plum_wine_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Plum Wine}}Plum Wine&lt;br /&gt;
|20&lt;br /&gt;
|1 part plum wine&lt;br /&gt;
|A poet&#039;s love and undoing.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Ferment [[Guide to hydroponics#Plum|plums]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Poison_berry_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Poison Berry Juice}}Poison Berry Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part poison berry juice&lt;br /&gt;
|berry juice. Or maybe it&#039;s poison. Who cares?&lt;br /&gt;
|Shows up as &#039;Berry Juice&#039;. Crit dose: 40 units/100 ticks. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice poison berries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Potato Juice}}Potato Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part potato juice&lt;br /&gt;
|Bleh...&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice potatoes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rum_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Rum}}Rum&lt;br /&gt;
|60&lt;br /&gt;
|1 part rum&lt;br /&gt;
|Now you want to Pray for a pirate suit, don&#039;t you?&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Captain Pete&#039;s Cuban Spiced Rum, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sakecup.png|64px]]&amp;lt;br&amp;gt;{{anchor|Sake}}Sake&lt;br /&gt;
|70&lt;br /&gt;
|1 part sake&lt;br /&gt;
|A sweet rice wine of questionable legality and extreme potency.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat. Or mix 10 parts Rice, 5 units [[#Universal Enzyme|universal enzyme]] (catalyst).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shakiri-Drink.gif]]&lt;br /&gt;
{{Anchor|Shakiri}}Shakiri&lt;br /&gt;
|45&lt;br /&gt;
|1 part Shakiri&lt;br /&gt;
|A sweet, fragrant red drink made from fermented kiri fruits. It seems to gently sparkle when exposed to light.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Ferment kiri fruits inside wodden barrel. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Sodawater.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Soda Water}}Soda Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part soda water&lt;br /&gt;
|Why not make a scotch and soda?&lt;br /&gt;
|Heals dizziness and drowsiness. Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 15 bottles of Soda Water, 50 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sol_dry_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Sol Dry}}Sol Dry&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Sol Dry&lt;br /&gt;
|A soothing, mellow drink made from ginger.&lt;br /&gt;
|Reduces [[Status_Effects#Disgust|disgust]]. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Soda Dispenser. Or 10 cans of Sol Dry in Robust Softdrinks -vending machines. Or 8 cans in Booze-O-Mat. 30 units in each can. &lt;br /&gt;
|-&lt;br /&gt;
![[File:cream_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Soy Milk}}Soy Milk&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part soy milk&lt;br /&gt;
|White and nutritious soy goodness!&lt;br /&gt;
|20% chance per tick to heal 1 brute damage in a random body part. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Biogenerator or from [[File:Soymilk.gif]] Soy Milk cartons, 50 units in each. 5 are found in the kitchen freezer. Ordered food crate has one.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_cola_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Space Cola}}Space Cola&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Space Cola&lt;br /&gt;
|A glass of refreshing Space Cola.&lt;br /&gt;
|Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space Cola in Robust Softdrinks -vending machines. Or 8 cans in Booze-O-Mat. Or from Service borg shaker. 30 units in each can of Space Cola, 15 units in each can of Star-kist, along with 15 units of orange juice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_mountain_wind_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Space Mountain Wind}}Space Mountain Wind&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Space Mountain Wind&lt;br /&gt;
|Space Mountain Wind. As you know, there are no mountains in space, only wind.&lt;br /&gt;
|Heals drowsiness and sleeping, cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space Mountain Wind in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space-up_glas.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Space-Up}}Space-Up&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Space-Up&lt;br /&gt;
|Space-Up. It helps keep your cool.&lt;br /&gt;
|Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space-Up in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Synthanol_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Space Mountain Wind}}Synthanol&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Space Lube, 1 part Plasma, 1 part Welding Fuel&lt;br /&gt;
|A runny liquid with conductive capacities. Its effects on synthetics are similar to those of alcohol on organics. &lt;br /&gt;
|Non-synthetic will rapidly purge synthanol-based drinks from their systems.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teaglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tea}}Tea&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part tea&lt;br /&gt;
|Drinking it from here would not seem right.&lt;br /&gt;
|Similar to coffee but also removes jitteriness and a small number of toxins.&amp;lt;br&amp;gt; &#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind dried tea leaves to get Tea Powder. Mix 1 Tea Powder + 5 units [[#Water|water]]. Or from the Hot Drinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teqilla_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tequila}}Tequila&lt;br /&gt;
|70&lt;br /&gt;
|1 part tequila&lt;br /&gt;
|Now all that&#039;s missing is the weird coloured shades!&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Caccavo Guaranteed Quality Tequila, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toechtauese_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Toechtauese Juice}}Töchtaüse Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Toechtauese Juice&lt;br /&gt;
|Raw, unadulterated töchtaüse juice. One swig will fill you with regrets.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice [[Guide to hydroponics#toechtauese|töchtaüse Berries]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toechtauese_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Toechtauese Syrup}}Töchtaüse syrup&lt;br /&gt;
|N/A&lt;br /&gt;
|6 parts Toechtauese Juice, 4 parts Sugar&lt;br /&gt;
|A harsh spicy and bitter syrup, made from töchtaüse berries. Useful as an ingredient, both for food and cocktails&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Ferment [[Guide to hydroponics#toechtauese|töchtaüse Berries]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tomato Juice}}Tomato Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part tomato juice&lt;br /&gt;
|Are you sure this is tomato juice?&lt;br /&gt;
|20% chance to heal 1 burn damage. &amp;lt;br&amp;gt;Blood shows the same way. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 4 bottles of Tomato Juice, 100 units each. Or from Service borg shaker. Juice tomatoes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Water_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tonic Water}}Tonic Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part tonic water&lt;br /&gt;
|Quinine tastes funny, but at least it&#039;ll keep that Space Malaria away.&lt;br /&gt;
|Heals dizziness, drowsiness and sleeping, cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 8 bottles of T-Borg&#039;s Tonic Water, 50 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Orange juice glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Triple Sec}}Triple Sec&lt;br /&gt;
|30&lt;br /&gt;
|1 part triple sec&lt;br /&gt;
|A sweet and vibrant orange liqueur.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In a booze dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vermouth_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Vermouth}}Vermouth&lt;br /&gt;
|45&lt;br /&gt;
|1 part vermouth&lt;br /&gt;
|You wonder why you&#039;re even drinking this straight.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Goldeneye Vermouth, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Vodka}}Vodka&lt;br /&gt;
|65&lt;br /&gt;
|1 part vodka&lt;br /&gt;
|The glass contain wodka. Xynta.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or mix 10 [[#Potato Juice|potato juice]] + 5 [[#Universal Enzyme|universal enzyme]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Voltaic_wine.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Voltaic Wine}}Voltaic Wine&lt;br /&gt;
|30&lt;br /&gt;
|1 part voltaic wine&lt;br /&gt;
|Electrically charged wine. Recharges etherials, but also nontoxic.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 bottles Voltaic Yellow Wine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Water_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Water}}Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part water&lt;br /&gt;
|The father of all refreshments.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Sinks. Watertanks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&amp;lt;br&amp;gt;{{anchor|Watermelon Juice}}Watermelon Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part watermelon juice&lt;br /&gt;
|A glass of watermelon juice. &lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice watermelon slices.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dr_gibb_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Welder Fuel}}Welder Fuel&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part welding fuel&lt;br /&gt;
|Unless you are an industrial tool, this is probably not safe for consumption.&lt;br /&gt;
|Crit dose: 40 units/100 ticks. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Find a Welding fuel tank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hard_cider_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Whiskey}}Whiskey&lt;br /&gt;
|75&lt;br /&gt;
|1 part whiskey&lt;br /&gt;
|A superb and well-aged single-malt whiskey. Damn.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Uncle Git&#039;s Special Reserve, 100 units each.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wine_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Wine}}Wine&lt;br /&gt;
|35&lt;br /&gt;
|1 part wine&lt;br /&gt;
|A very classy looking drink.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 bottles of Doublebeard Bearded Special Wine, 100 units each. Or from Service borg shaker. Or mix 10 [[#Grape Juice|grape juice]] + 5 [[#Universal Enzyme|universal enzyme]] (instantly becomes grappa).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mixed Drinks===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_spit_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Acid Spit}}Acid Spit&lt;br /&gt;
|70&lt;br /&gt;
|{{RecursiveDrink/Acid Spit}}&lt;br /&gt;
|A drink from Nanotrasen. Made from live aliens.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Aguafresca.png|64px]]&amp;lt;br&amp;gt;{{anchor|Agua Fresca}}Agua Fresca&lt;br /&gt;
|N/A&lt;br /&gt;
|{{RecursiveDrink/Agua Fresca}}&lt;br /&gt;
|A refreshing watermelon agua fresca. Perfect on a day at the holodeck.&lt;br /&gt;
|Cools down if overheated and reduces toxins. Results in 3 parts instead of 10. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Alexander.png|64px]]&amp;lt;br&amp;gt;{{anchor|Alexander}}Alexander&lt;br /&gt;
|50&lt;br /&gt;
|{{RecursiveDrink/Alexander}}&lt;br /&gt;
|A creamy, indulgent delight that is stronger than it seems.&lt;br /&gt;
|If you have a shield it will increase the block chance by 10 percentage points.&amp;lt;br&amp;gt;[http://en.wikipedia.org/wiki/Alexander_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Allies_cocktail_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Allies Cocktail}}Allies Cocktail&lt;br /&gt;
|45&lt;br /&gt;
|{{RecursiveDrink/Allies Cocktail}}&lt;br /&gt;
|A drink made from your allies.&lt;br /&gt;
|Refers to [http://en.wikipedia.org/wiki/Triple_Entente Triple Entente]: French Vermouth, Russian Vodka, English Gin. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Aloe glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Aloe}}Aloe&lt;br /&gt;
|35&lt;br /&gt;
|{{RecursiveDrink/Aloe}}&lt;br /&gt;
|Very, very, very good.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alexander_Amaretto.png|64px]]&amp;lt;br&amp;gt;{{anchor|Amaretto Alexander}}Amaretto Alexander&lt;br /&gt;
|35&lt;br /&gt;
|{{RecursiveDrink/Amaretto Alexander}}&lt;br /&gt;
|A creamy, indulgent delight that is in fact as gentle as it seems.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Amasec.png|64px]]&amp;lt;br&amp;gt;{{anchor|Amasec}}Amasec&lt;br /&gt;
|35&lt;br /&gt;
|{{RecursiveDrink/Amasec}}&lt;br /&gt;
|Always handy before COMBAT!!!&lt;br /&gt;
|[http://wh40k.lexicanum.com/wiki/Amasec Warhammer 40k drink]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Andalusia.png|64px]]&amp;lt;br&amp;gt;{{anchor|Andalusia}}Andalusia&lt;br /&gt;
|40&lt;br /&gt;
|{{RecursiveDrink/Andalusia}}&lt;br /&gt;
|A nice, strangely named drink.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:antifreezeglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Anti-Freeze}}Anti-Freeze&lt;br /&gt;
|35&lt;br /&gt;
|{{RecursiveDrink/Anti-Freeze}}&lt;br /&gt;
|The ultimate refreshment.&lt;br /&gt;
|Heats you up if you are frozen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Appletini.png|64px]]&amp;lt;br&amp;gt;{{anchor|Appletini}}Appletini&lt;br /&gt;
|50&lt;br /&gt;
|{{RecursiveDrink/Appletini}}&lt;br /&gt;
|The electric-green appley beverage nobody can turn down!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Arnold_palmer.png|64px]]&amp;lt;br&amp;gt;{{anchor|Arnold Palmer}}Arnold Palmer&lt;br /&gt;
| N/A&lt;br /&gt;
|{{RecursiveDrink/Arnold Palmer}}&lt;br /&gt;
|Encourages the patient to go golfing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atomicbombglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Atomic Bomb}}Atomic Bomb&lt;br /&gt;
|N/A&lt;br /&gt;
|{{RecursiveDrink/Atomic Bomb}}&lt;br /&gt;
|Nanotrasen cannot take legal responsibility for your actions after imbibing.&lt;br /&gt;
|Makes you druggy, confused, dizzy, stuttering; eventually, sleeping. Can be mixed in a shot glass. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:B-52.png|64px]]&amp;lt;br&amp;gt;{{anchor|B-52}}B-52&lt;br /&gt;
|85&lt;br /&gt;
|{{RecursiveDrink/B-52}}&lt;br /&gt;
|Kahlua, Irish Cream, and cognac. You will get bombed.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/B-52_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown2.png|64px]]&amp;lt;br&amp;gt;{{anchor|Bacchus&#039; Blessing}}Bacchus&#039; Blessing&lt;br /&gt;
|300&lt;br /&gt;
|{{RecursiveDrink/Bacchus&#039; Blessing}}&lt;br /&gt;
|Unidentifiable mixture. Unmeasurably high alcohol content.&lt;br /&gt;
|Can kill you if you drink enough.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Badtouch.png|64px]]&amp;lt;br&amp;gt;{{anchor|Bad Touch}}Bad Touch&lt;br /&gt;
|35&lt;br /&gt;
|{{RecursiveDrink/Bad Touch}}&lt;br /&gt;
|A sour and vintage drink. Some say the inventor gets slapped a lot.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bahamamamaglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Bahama Mama}}Bahama Mama&lt;br /&gt;
|35&lt;br /&gt;
|{{RecursiveDrink/Bahama Mama}}&lt;br /&gt;
|Tropic cocktail.&lt;br /&gt;
| Existing cocktail&lt;br /&gt;
|-&lt;br /&gt;
![[File:BananaHonk.png|64px]]&amp;lt;br&amp;gt;{{anchor|Banana Honk}}Banana Honk&lt;br /&gt;
|60&lt;br /&gt;
|{{RecursiveDrink/Banana Honk}}&lt;br /&gt;
|A drink from Clown Heaven.&lt;br /&gt;
|Heals clowns and monkeys of brute and burn damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bananashake.png|64px]]&amp;lt;br&amp;gt;{{anchor|Banana milkshake}}Banana Milkshake&lt;br /&gt;
|N/A&lt;br /&gt;
|{{RecursiveDrink/Banana Milkshake}}&lt;br /&gt;
|Ook ook! Eek eek!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Barefootglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Barefoot}}Barefoot&lt;br /&gt;
|45&lt;br /&gt;
|{{RecursiveDrink/Barefoot}}&lt;br /&gt;
| Barefoot and pregnant.&lt;br /&gt;
|Quickly heals brute damage when not wearing shoes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bastion_bourbon.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Bastion Bourbon}}Bastion Bourbon&lt;br /&gt;
|30&lt;br /&gt;
|{{RecursiveDrink/Bastion Bourbon}}&lt;br /&gt;
|Soothing hot herbal brew with restorative properties. Hints of citrus and berry flavors.&lt;br /&gt;
|When it&#039;s in your system, it will very slowly heal you as long as you&#039;re not in critical. When it&#039;s first added to your system, you heal an amount of each damage type equal to the volume taken in, with a max of 10. This is turned to a max of 20 for anyone in critical. Results in 2 parts instead of 4.&lt;br /&gt;
[https://bastion.fandom.com/wiki/Bastion_Bourbon Spirit from Bastion]&lt;br /&gt;
|-&lt;br /&gt;
![[File:BeepskySmash.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Beepsky Smash}}Beepsky Smash&lt;br /&gt;
|60&lt;br /&gt;
|2 parts [[#Quadruple Sec|quadruple sec]], 2 parts [[#Lime Juice|lime juice]], 1 part Iron&lt;br /&gt;
| Heavy, hot and strong. Just like the Iron fist of the LAW.&lt;br /&gt;
| Summons a stream of [[Guide_to_robotics#Securitron|securitron]] hallucinations, which run at you one by one and deal 40 to 70 stamina damage. If overdosed (40 units) you become traumatised with a phobia of security. If you are a proper member of [[Security|security]], you instead regenerate 10 stamina, get minor hallucinations and won&#039;t get overdosed. Metabolization rate is 0.5.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Berryblast.png|64px]]&amp;lt;br&amp;gt;{{anchor|Berry Blast Smoothie}}Berry Blast Smoothie&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Berry Juice|Berry Juice]], 1 part [[#Milk|Milk]], 1 part [[#Cream|Cream]]&lt;br /&gt;
|A classic drink, freshly made with hand picked berries. Or, maybe not.&lt;br /&gt;
|-&lt;br /&gt;
![[File:between_the_sheets.png|64px]]&amp;lt;br&amp;gt;{{anchor|Between the Sheets}}Between the Sheets&lt;br /&gt;
|55&lt;br /&gt;
|1 part [[#Rum|rum]], 2 parts [[#Cognac|cognac]], 1 part [[#Triple_Sec|triple sec]], 1 part [[#Lemon juice|lemon juice]]&lt;br /&gt;
|A provocatively named classic.&lt;br /&gt;
|Having this in your system while you&#039;re asleep will slowly heal you.&amp;lt;br&amp;gt;[http://en.wikipedia.org/wiki/Between_the_Sheets_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brownglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Bilk}}Bilk&lt;br /&gt;
|15&lt;br /&gt;
|1 part [[#Beer|beer]], 1 part [[#Milk|milk]]&lt;br /&gt;
|A brew of milk and beer. For those alcoholics who fear osteoporosis.&lt;br /&gt;
|10% chance per tick to heal 1 brute damage in a random body part.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlackRussian.png|64px]]&amp;lt;br&amp;gt;{{anchor|Black Russian}}Black Russian&lt;br /&gt;
|70&lt;br /&gt;
|3 parts [[#Vodka|vodka]], 2 parts [[#Kahlua|Kahlúa]]&lt;br /&gt;
|For the lactose-intolerant. Still as classy as a White Russian.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Black_Russian IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blank_paper_drink.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Blank_Paper}}Blank Paper&lt;br /&gt;
|20&lt;br /&gt;
|1 part [[#Silencer|Silencer]], 1 part [[#Nothing|nothing]], 1 part [[#Nuka_Cola|Nuka Cola]]&lt;br /&gt;
| A fizzy cocktail for those looking to start fresh.&lt;br /&gt;
|Heals and mutes mimes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blazaam_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Blazaam}}Blazaam&lt;br /&gt;
|70&lt;br /&gt;
|1 part [[#Peach_Juice|peach juice]], 1 part [[Guide_to_chemistry#Bluespace_Dust|Bluespace Dust]], 2 parts [[#Gin|gin]]&lt;br /&gt;
|The glass seems to be sliding between realities. Doubles as a Berenstain remover.&lt;br /&gt;
|Can randomly teleport you short distances and makes you vomit if drunk enough. Makes your vomit look different. Results in 3 parts instead of 4.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BloodyMary.png|64px]]&amp;lt;br&amp;gt;{{anchor|Bloody Mary}}Bloody Mary&lt;br /&gt;
|55&lt;br /&gt;
|1 part [[#Vodka|vodka]], 2 parts  [[#Tomato Juice|tomato juice]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|Tomato Juice, mixed with Vodka and a lil&#039; bit of lime. Tastes like liquid murder.&lt;br /&gt;
|Restores blood. [http://en.wikipedia.org/wiki/Bloody_Mary_(cocktail) IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bluecherryshake.png|64px]]&amp;lt;br&amp;gt;{{anchor|Blue Cherry Shake}}Blue Cherry Shake&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part ice, 1 part cream , 1 part blue cherry jelly&lt;br /&gt;
|A blue cherry flavored milkshake.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Booger_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Booger}}Booger&lt;br /&gt;
|45&lt;br /&gt;
|1 part [[#Milk Cream|cream]], 1 part [[#Banana Juice|banana juice]], 1 part [[#Rum|rum]], 1 part [[#Watermelon Juice|watermelon juice]]&lt;br /&gt;
|Ewww...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BrancaMenta.png|64px]]&amp;lt;br&amp;gt;{{anchor|Branca Menta}}Branca Menta&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Fernet|Fernet]], 1 part [[#Creme de Menthe|Creme de Menthe]], 1 part [[#Ice|Ice]]&lt;br /&gt;
|A refreshing mixture of bitter Fernet with mint creme liquour. The closest you&#039;ll ever get to the original.&lt;br /&gt;
|Cools you down if overheated. Causes a tick of 35 stamina damage when first drank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bravebull.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Brave Bull}}Brave Bull&lt;br /&gt;
|60&lt;br /&gt;
|2 parts [[#Tequila|tequila]], 1 part [[#Kahlua|Kahlúa]]&lt;br /&gt;
|Tequila and Coffee liquor, brought together in a mouthwatering mixture. Drink up.&lt;br /&gt;
|Temporarily increases maximum health. Existing cocktail&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bug_spray.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Bug Spray}}Bug Spray&lt;br /&gt;
|50&lt;br /&gt;
| 2 parts [[#Rum|rum]], 2 parts [[#Triple_Sec|triple sec]], 1 part [[#Lemon_Lime|lemon lime]], 1 part [[#Vodka|vodka]]&lt;br /&gt;
|A harsh, acrid, bitter drink, for those who need something to brace themselves.&lt;br /&gt;
|Deals 1 toxin per tick to [[Mothpeople|mothpeople]] and [[Guide_to_races#Flypeople|flypeople]]. Results in 5 parts instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Caramelshake.png|64px]]&amp;lt;br&amp;gt;{{anchor|CaramelMilkshake}}Caramel Milkshake&lt;br /&gt;
|N/A&lt;br /&gt;
| 1 parts [[#Cream|cream]], 1 parts caramel, 1 parts [[#Ice|Ice]]&lt;br /&gt;
|A caramel flavored milkshake.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cafelatteglass.gif]]&amp;lt;br&amp;gt;{{anchor|Coffee Latte}}{{anchor|Cafe Latte}}Cafe Latte&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Coffee|coffee]], 1 part [[#Milk|milk]]&lt;br /&gt;
|A nice, strong and refreshing beverage while you are reading.&lt;br /&gt;
|Heals dizziness, drowsiness, wakes up, heats up if frozen and 20% chance per tick to heal 1 brute damage in a random body part.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Catniptea.png|64px]]&amp;lt;br&amp;gt;{{anchor|Catniptea}}Catnip Tea&lt;br /&gt;
|0&lt;br /&gt;
|5 parts [[#tea|tea]], 2 parts catnip&lt;br /&gt;
|A purrfect drink for a cat.&lt;br /&gt;
|Results in 5 &amp;lt;br&amp;gt; nya&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cinderella.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cinderella}}Cinderella&lt;br /&gt;
|N/A&lt;br /&gt;
|10 parts [[#Pineapple_Juice|pineapple juice]], 10 parts [[#Orange Juice|orange juice]], 5 parts [[#Lemon Juice|lemon juice]], 5 parts [[#Ice|ice]], 20 parts [[#Sol_Dry|Sol Dry]], 2 parts [[#Bitters|bitters]]&lt;br /&gt;
|Most definitely a fruity alcohol cocktail to have while partying with your friends.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingSting.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Changeling Sting}}Changeling Sting&lt;br /&gt;
|50&lt;br /&gt;
|2 part [[#Lemon-Lime|lemon-lime]], 1 part [[#Screwdriver Cocktail|Screwdriver Cocktail]]&lt;br /&gt;
|A stingy drink.&lt;br /&gt;
| Restores chemicals for changelings. Makes 5 parts instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cherryshake.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cherry Shake}}Cherry Shake&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part ice, 1 part cream, 1 part cherry jelly.&lt;br /&gt;
|A cherry flavored milkshake.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Chocolate}}Chocolate&lt;br /&gt;
|N/A&lt;br /&gt;
|5 parts [[#Water|water]], 1 part Coco Powder&lt;br /&gt;
|Tasty.&lt;br /&gt;
|Heats up if frozen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Chocolate Milk}}Chocolate Milk&lt;br /&gt;
|N/A&lt;br /&gt;
|3 parts [[#Hot Coco|Hot Coco]], 2 parts Coco Powder, under 300K temperature.&lt;br /&gt;
|Tasty.&lt;br /&gt;
|20% chance per tick to heal 1 brute damage in a random body part and purges [[#Capsaicin_Oil|capsaicin oil]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolatepudding.png|64px]]&amp;lt;br&amp;gt;{{anchor|Chocolate Pudding}}Chocolate Pudding&lt;br /&gt;
|N/A&lt;br /&gt;
|5 part milk, 5 part cocoa, 5 part eggyolk&lt;br /&gt;
|A chocolate flavored pudding in a glass.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocoshake.png|64px]]&amp;lt;br&amp;gt;{{anchor|Chocolate Milkshake}}Chocolate Milkshake&lt;br /&gt;
|N/A&lt;br /&gt;
| 1 parts [[#Cream|cream]], 1 parts cocoa powder, 1 parts [[#Ice|Ice]]&lt;br /&gt;
|A frosty chocolate milkshake.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cityofsin.png|frameless]]{{Anchor}}&lt;br /&gt;
City of Sin&lt;br /&gt;
|70&lt;br /&gt;
|2 parts [[Guide to drinks#Vodka|vodka]], 1 part [[Guide to drinks#Champagne|champagne]], 1 part [[Guide to drinks#Berry Juice|berry juice]]&lt;br /&gt;
|A smooth, fancy drink for people of ill repute.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:VodkaMartini.png|64px]]&amp;lt;br&amp;gt;{{anchor|Classic Martini}}Classic Martini&lt;br /&gt;
|60&lt;br /&gt;
|2 parts [[#Gin|gin]], 1 part [[#Vermouth|vermouth]]&lt;br /&gt;
|Damn, the bartender even stirred it, not shook it.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Martini_%28cocktail%29 IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Coggrog.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Cog_Grog}}Cog Grog&lt;br /&gt;
|10&lt;br /&gt;
|1 part [[#Cognac|cognac]], 1 part Welding Fuel, 1 part [[#Screwdriver|Screwdriver]]&lt;br /&gt;
|Not even Ratvar&#039;s Four Generals could withstand this!  Qevax Jryy!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cream_soda.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cream Soda}}Cream Soda&lt;br /&gt;
|N/A&lt;br /&gt;
|2 parts [[#Soda_Water|soda water]], 2 parts [[#Sugar|sugar]], 1 part vanilla&lt;br /&gt;
|A classic space-American vanilla flavored soft drink.&lt;br /&gt;
|Cools down if overheated. Results in 4 parts instead of 5.&lt;br /&gt;
|-&lt;br /&gt;
![[File:crevicespike.png|64px]]&amp;lt;br&amp;gt;{{anchor|Crevice Spike}}Crevice Spike&lt;br /&gt;
| -10&lt;br /&gt;
| 2 parts [[#Lime juice|lime juice]], 4 parts [[#Capsaicin Oil|capsaicin]]&lt;br /&gt;
|Sour, bitter, and smashingly sobering.&lt;br /&gt;
|It&#039;s negative drink power sobers you up, but it deals 3 damage per unit when it first enters your system, up to a max 15 damage on a full 5 unit swig. Won&#039;t hurt again until it metabolizes out.&amp;lt;br&amp;gt;[http://va11halla.wikia.com/wiki/Crevice_Spike Drink from VA-11 Hall-A]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cucumberlemonade.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cucumber Lemonade}}Cucumber Lemonade&lt;br /&gt;
|N/A&lt;br /&gt;
| 3 parts [[#Lemon_lima|lemon lime]], 2 parts [[#Cucumber_juice|cucumber juice]], 1 part [[#Ice|Ice]]&lt;br /&gt;
|Cucumber juice, sugar and soda, what else is needed for happiness?&lt;br /&gt;
|Cools you down if overheated. Has a 10% chance per tick to heal 0.5 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CubaLibre.png|64px]]&amp;lt;br&amp;gt;{{anchor|Cuba Libre}}Cuba Libre&lt;br /&gt;
| 50&lt;br /&gt;
|3 parts [[#Rum and Coke|Rum and Coke]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|A classic mix of rum, cola, and lime.&lt;br /&gt;
|Heals revolutionaries.&amp;lt;br&amp;gt;[http://en.wikipedia.org/wiki/Cuba_Libre IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Demonsblood.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Demons Blood}}Demons Blood&lt;br /&gt;
|75&lt;br /&gt;
| 1 part [[#Space Mountain Wind|Space Mountain Wind]], 1 part [[#Rum|rum]], 1 part blood, 1 part [[#Dr. Gibb|Dr. Gibb]]&lt;br /&gt;
|Just looking at this thing makes the hair at the back of your neck stand up.&lt;br /&gt;
|Prevents slaughter demons from dragging you into pools of blood.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Devils_kiss_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Devil&#039;s Kiss}}Devil&#039;s Kiss&lt;br /&gt;
|70&lt;br /&gt;
|1 part Blood, 1 part [[#Rum|rum]], 1 part [[#Kahlua|Kahlúa]]&lt;br /&gt;
|Creepy time!&lt;br /&gt;
|Causes slaughter demons to take brute damage and eject you if they try to eat you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DoctorDelight.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Doctor&#039;s Delight}}Doctor&#039;s Delight&lt;br /&gt;
| N/A&lt;br /&gt;
|1 part [[#Lime Juice|lime juice]], 1 part  [[#Tomato Juice|tomato juice]], 1 part [[#Orange Juice|orange juice]], 1 part [[#Milk Cream|cream]], 1 part [[Guide_to_chemistry#Cryoxadone|Cryoxadone]]&lt;br /&gt;
|A healthy mixture of juices, guaranteed to keep you healthy until the next toolboxing takes place.&lt;br /&gt;
|Heals 0.5 of each basic damage type (brute/burn/toxin/oxyloss) every tick, at the cost of making you hungry (unless you&#039;re a doctor, in which case it has no effect on your hunger).&lt;br /&gt;
|-&lt;br /&gt;
![[File:VodkaMartini.png|64px]]&amp;lt;br&amp;gt;{{anchor|Driest Martini}}Driest Martini&lt;br /&gt;
|65&lt;br /&gt;
|1 part Nothing, 1 part [[#Gin|gin]]&lt;br /&gt;
|Only for the experienced. You think you see sand floating in the glass.&lt;br /&gt;
|Nothing is found in the [[Mime]]&#039;s Bottle of Nothing&lt;br /&gt;
|-&lt;br /&gt;
![[File:Drunkenblumpkin.png|64px]]&amp;lt;br&amp;gt;{{anchor|Drunken Blumpkin}}Drunken Blumpkin&lt;br /&gt;
|50&lt;br /&gt;
|1 part blumpkin juice, 2 parts irish cream, 1 part ice&lt;br /&gt;
|A weird mix of whiskey and blumpkin juice, with cream on top&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Duplex_drink.png|64px]]&amp;lt;br&amp;gt;{{anchor|Duplex}}Duplex&lt;br /&gt;
|25&lt;br /&gt;
|2 parts [[#Hard_Cider|hard cider]], 1 part [[#Apple_Juice|apple juice]], 1 part [[#Berry_Juice|berry juice]]&lt;br /&gt;
|An inseparable combination of two fruity drinks.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nog2.png|64px]]&amp;lt;br&amp;gt;{{anchor|Eggnog}}Eggnog&lt;br /&gt;
|1&lt;br /&gt;
|2 parts [[#Egg Yolk|egg yolk]], 5 parts [[#Rum|rum]], 5 parts [[#Cream|cream]]&lt;br /&gt;
|For enjoying the most wonderful time of the year.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ErikaSurprise glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Erika Surprise}}Erika Surprise&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Ale|ale]], 1 part [[#Lime Juice|lime juice]], 1 part [[#Whiskey|whiskey]], 1 part [[#Ice|ice]], 1 part [[#Banana Juice|banana juice]]&lt;br /&gt;
| The surprise is, it&#039;s green!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fanciulli.png|64px]]&amp;lt;br&amp;gt;{{anchor|Fanchiulli}}Fanciulli&lt;br /&gt;
| -10&lt;br /&gt;
|1 part [[#Manhattan|Manhattan]], 1 part [[#fernet|Fernet]]&lt;br /&gt;
|What if the Manhattan coctail ACTUALLY used a bitter herb liquour?&lt;br /&gt;
|Reduces satiety. Sobers you up. Causes a tick of 20 stamina damage when first drank..&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Fernet#Cocktails Existing drink.]&lt;br /&gt;
|-&lt;br /&gt;
![[File:FernetCola.png|64px]]&amp;lt;br&amp;gt;{{anchor|Fernet Cola}}Fernet Cola&lt;br /&gt;
|25&lt;br /&gt;
|1 part [[#Fernet|Fernet]], 1 part [[#Cola|Cola]]&lt;br /&gt;
|A very popular and bittersweet digestif, ideal after a heavy meal. Best served on a sawed-off cola bottle as per tradition.&lt;br /&gt;
|Reduces satiety. Causes toxin damage if starving. Tastes like heaven.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fetching_fizz.png|64px]]&amp;lt;br&amp;gt;{{anchor|Fetching Fizz}}Fetching Fizz&lt;br /&gt;
|10&lt;br /&gt;
|1 part [[#Nuka Cola|Nuka Cola]], 1 part Iron&lt;br /&gt;
|Whiskey sour/iron/uranium mixture resulting in highly magnetic slurry. Mild alcohol content.&lt;br /&gt;
|Causes nearby ores to slowly move towards you. Results in 3 parts instead of 2.&lt;br /&gt;
[https://bastion.fandom.com/wiki/Fetching_Fizz Spirit from Bastion]&lt;br /&gt;
|-&lt;br /&gt;
![[File:fringeweaver.png|64px]]&amp;lt;br&amp;gt;{{anchor|Fringe Weaver}}Fringe Weaver&lt;br /&gt;
|90&lt;br /&gt;
|9 parts Ethanol, 1 part [[#Sugar|sugar]]&lt;br /&gt;
|Bubbly, classy, and undoubtedly strong - a Glitch City classic.&lt;br /&gt;
|[http://va11halla.wikia.com/wiki/Fringe_Weaver Drink from VA-11 Hall-A]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Funkymonkey.png|64px]]&amp;lt;br&amp;gt;{{anchor|Funky Monkey Smoothie}}Funky Monkey Smoothie&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Coco powder, 1 part [[#Milk|Milk]], 1 part [[#Banana Juice|Banana Juice]]&lt;br /&gt;
|A classic drink made with chocolate and banana. No monkeys were harmed, officially.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gibbfloats.png|64px]]&amp;lt;br&amp;gt;{{anchor|Gibb Floats}}Gibb Floats&lt;br /&gt;
|N/A&lt;br /&gt;
|5 parts dr gibb, 5 parts ice, 5 parts cream&lt;br /&gt;
|Icecream on top of a Dr. Gibb glass.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[file:GinFizz.png|64px]]&amp;lt;br&amp;gt;{{anchor|Gin Fizz}}Gin Fizz&lt;br /&gt;
|45&lt;br /&gt;
|2 parts [[#Gin|gin]], 1 part [[#Soda Water|soda water]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|Refreshingly lemony, deliciously dry.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Fizz_%28cocktail%29#Gin_Fizz IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[file:Ginger_Amaretto glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Ginger Amaretto}}Ginger Amaretto&lt;br /&gt;
|30&lt;br /&gt;
| 1 parts [[#Amaretto|Amaretto]], 1 part [[#Sol dry|sol dry]], 1 part [[#Lemon Juice|lemon juice]]1 part [[#Ice|ice]]&lt;br /&gt;
|The sprig of rosemary adds a nice aroma to the drink, and isn&#039;t just to be pretentious afterall!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:VodkaTonic.png|64px]]&amp;lt;br&amp;gt;{{anchor|Gin and Tonic}}Gin and Tonic&lt;br /&gt;
|25&lt;br /&gt;
|2 parts [[#Gin|gin]], 1 part [[#Tonic Water|tonic water]]&lt;br /&gt;
|A mild but still great cocktail. Drink up, like a true Englishman.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gingarden.png|64px]]&amp;lt;br&amp;gt;{{anchor|Gin Garden}}Gin Garden &lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Lime Juice|lime juice]], 1 part [[#Sugar|sugar]], 3 parts [[#Cucumber juice|cucumber juice]], 3 parts [[#Gin|gin]], 5 parts [[#Sol_Dry|Sol Dry]], 2 parts [[#Ice|ice]] &lt;br /&gt;
|Excellent cooling alcoholic drink with not so ordinary taste.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godfather glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Godfather}}Godfather&lt;br /&gt;
| 50&lt;br /&gt;
|1 parts [[#Amaretto|amaretto]], 1 part [[#Whiskey|whiskey]]&lt;br /&gt;
|A classic from old Italy and enjoyed by gangsters, pray the orange peel doesnt end up in your mouth.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godmother glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Godmother}}Godmother&lt;br /&gt;
|50&lt;br /&gt;
|1 parts [[#Amaretto|amaretto]], 1 part [[#Vodka|vodka]]&lt;br /&gt;
|A lovely fresh smelling cocktail, a true Sicilian delight.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Goldschlager glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Goldschlager}}Goldschlager&lt;br /&gt;
|25&lt;br /&gt;
|10 parts [[#Vodka|vodka]], 1 part Gold&lt;br /&gt;
| 100 proof that teen girls will drink anything with gold in it.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Goldschl%C3%A4ger Exists in real world] Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grapesoda.png|64px]]&amp;lt;br&amp;gt;{{anchor|Grape Soda}}Grape Soda&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Grape Juice|grape juice]], 1 part soda water&lt;br /&gt;
|Beloved of children and teetotalers.&lt;br /&gt;
|Cools you down if overheated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grappa.png|64px]]&amp;lt;br&amp;gt;{{anchor|Grappa}}Grappa&lt;br /&gt;
| 60&lt;br /&gt;
|1 part [[#Wine|wine]], 5 units [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|A fine Italian brandy, for when regular wine just isn&#039;t alcoholic enough for you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grasshopper.png|64px]]&amp;lt;br&amp;gt;{{anchor|Grasshopper}}Grasshopper&lt;br /&gt;
|25&lt;br /&gt;
|5 parts cream, 5 parts [[#Creme de Menthe|creme de menthe]], 5 parts creme de cacao&lt;br /&gt;
|A fresh and sweet dessert shooter. Difficult to look manly while drinking this.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Grasshopper_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Green_beer_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Green Beer}}Green Beer&lt;br /&gt;
|25&lt;br /&gt;
| 10 parts [[#Beer|beer]], 1 part Green Crayon Powder&lt;br /&gt;
|A freezing pint of green beer. Festive.&lt;br /&gt;
|Turns you green. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Greengiant.png|64px]]&amp;lt;br&amp;gt;{{anchor|Green Giant Smoothie}}Green Giant Smoothie&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Creme de Menthe|Creme de Menthe]], 1 part [[#Milk|Milk]], 1 part [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|A classic drink, if you enjoy juiced wheatgrass and chia seeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grog.png|64px]]&amp;lt;br&amp;gt;{{anchor|Grog}}Grog&lt;br /&gt;
|1&lt;br /&gt;
|1 part [[#Water|water]], 1 part [[#Rum|rum]]&lt;br /&gt;
|A fine and cepa drink for Space.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Grog Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gunfire.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Gunfire}}Gunfire&lt;br /&gt;
|40&lt;br /&gt;
|1 part [[#Rum|rum]], 3 parts [[#tea|tea]]&lt;br /&gt;
| It pops constantly as you look at it, giving off tiny sparks.&lt;br /&gt;
|fizzes and pops in your mouth.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hearty_punch.png|64px]]&amp;lt;br&amp;gt;{{anchor|Hearty Punch}}Hearty Punch&lt;br /&gt;
|90&lt;br /&gt;
|5 parts [[#Brave Bull|Brave Bull]] + 5 parts [[#Syndicate Bomb|Syndicate Bomb]] + 5 parts [[#Absinthe|absinthe]] (requires temperature of 315)&lt;br /&gt;
|Brave bull/syndicate bomb/absinthe mixture resulting in an energizing beverage. Mild alcohol content.&lt;br /&gt;
|Provides quick healing for people in critical condition. Results in 1 part instead of 15.&lt;br /&gt;
[https://bastion.fandom.com/wiki/Hearty_Punch Spirit from Bastion]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Helianthus.png|64px]]&amp;lt;br&amp;gt;{{anchor|Helianthus}}Helianthus&lt;br /&gt;
|75&lt;br /&gt;
|1 part [[#Absinthe|absinthe]], 1 part Mindbreaker Toxin, 1 part sugar&lt;br /&gt;
|A dark yet radiant mixture of absinthe and hallucinogens. The choice of all true artists.&lt;br /&gt;
|Causes hallucinations.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hellfire.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Hellfire}}Hellfire&lt;br /&gt;
|60&lt;br /&gt;
|2 part [[#Rum|rum]], 1 part Welding Fuel, 1 part [[#ice|ice]], 1 part [[#crevicespike|crevice spike]]&lt;br /&gt;
|An amber colored drink that isn&#039;t quite as hot as it looks.&lt;br /&gt;
|heats you up.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hippiesdelight.png|64px]]&amp;lt;br&amp;gt;{{anchor|Hippie&#039;s Delight}}Hippie&#039;s Delight&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Mushroom Hallucinogen, 1 part [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]]&lt;br /&gt;
|A drink enjoyed by people during the 1960&#039;s.&lt;br /&gt;
|Makes you druggy, stuttering and dizzy, then jittering&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hiveminderaser1.gif|64x64px]]&amp;lt;br&amp;gt;{{anchor|Hivemind Eraser}}Hivemind Eraser&lt;br /&gt;
|40&lt;br /&gt;
|2 parts [[#Black Russian|Black Russian]], 1 part [[#Grenadine|Grenadine]], 1 part [[#Thirteen Loko|Thirteen Loko]]&lt;br /&gt;
|A vessel of pure flavor. For when even mindshields can&#039;t save you.&lt;br /&gt;
|See [[Hivemind_Host|Hivemind Host]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown2.png|64px]]&amp;lt;br&amp;gt;{{anchor|Hooch}}Hooch&lt;br /&gt;
| 100&lt;br /&gt;
|2 parts Ethanol, 1 part welding fuel, 1 part [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|You&#039;ve really hit rock bottom now... your liver packed its bags and left last night. Heals assistants.&lt;br /&gt;
|[http://www.urbandictionary.com/define.php?term=hooch Slang for moonshine or bootleg alcohol, popular term during prohibition era]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Hot Coco}}Hot Coco&lt;br /&gt;
|N/A&lt;br /&gt;
| 5 parts milk, 1 part coco powder.&lt;br /&gt;
|Made with love! And coco beans.&lt;br /&gt;
|Must be heated to 320K&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hot_ice_coffee.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Hot Ice Coffee}}Hot Ice Coffee&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Coffee|coffee]], 1 part [[Guide_to_chemistry#Hot_Ice_Slush|Hot Ice Slush]]&lt;br /&gt;
|A sharp drink. This can&#039;t have come cheap.&lt;br /&gt;
|Heals dizziness, drowsiness, wakes up, heats up if frozen and deals 1 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hotlimemiami.gif|64px]]&amp;lt;br&amp;gt;{{anchor|HotlimeMiami}}Hotlime Miami&lt;br /&gt;
| 40&lt;br /&gt;
| 1 part ephedrine, 1 part [[#PinaColada|Pina Colada]]&lt;br /&gt;
|This looks very aesthetically pleasing.&lt;br /&gt;
|Drugs drinker, restores stamina&lt;br /&gt;
|-&lt;br /&gt;
![[File:IcedBeer.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Iced Beer}}Iced Beer&lt;br /&gt;
|15&lt;br /&gt;
|5 parts [[#Beer|beer]], 1 part [[#Ice|ice]]  &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039;  10 parts [[#Beer|beer]], 1 part [[#Frost Oil|frost oil]]&lt;br /&gt;
| A beer so frosty, the air around it freezes.&lt;br /&gt;
|Cools you down if overheated&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icecoffeeglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Iced Coffee}}Iced Coffee&lt;br /&gt;
|N/A&lt;br /&gt;
| 1 part [[#Ice|ice]], 3 parts [[#Coffee|coffee]]&lt;br /&gt;
|A drink to perk you up and refresh you!&lt;br /&gt;
| Cools you down if overheated, removes dizziness, drowsiness and sleep&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icetea glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Iced Tea}}Iced Tea&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Ice|ice]], 3 parts [[#Tea|tea]]&lt;br /&gt;
|All natural, antioxidant-rich flavour sensation.&lt;br /&gt;
|Cools you down if overheated, removes dizziness, drowsiness and sleep. Heals toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:IrishCarBomb.png|64px]]&amp;lt;br&amp;gt;{{anchor|Irish Car Bomb}}Irish Car Bomb&lt;br /&gt;
|25&lt;br /&gt;
|1 part [[#Irish Cream|irish cream]], 1 part [[#Ale|ale]]&lt;br /&gt;
| An Irish car bomb.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Irish_Car_Bomb Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Italiancoco.png|64px]]&amp;lt;br&amp;gt;{{anchor|Italian Hot Chocolate}}Italian Hot Chocolate&lt;br /&gt;
|N/A&lt;br /&gt;
| 5 parts [[#Hot Coco|Hot Coco]], 4 parts whipped cream, 1 parts corn starch&lt;br /&gt;
|Made with love! You can just imagine a happy Nonna from the smell.&lt;br /&gt;
|-&lt;br /&gt;
![[File:IrishCoffee.png|64px]]&amp;lt;br&amp;gt;{{anchor|Irish Coffee}}Irish Coffee&lt;br /&gt;
|35&lt;br /&gt;
|2 parts [[#Irish Cream|irish cream]], 2 parts [[#Coffee|coffee]]&lt;br /&gt;
|Coffee and alcohol. More fun than a Mimosa to drink in the morning.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Irish_coffee IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:IrishCream.png|64px]]&amp;lt;br&amp;gt;{{anchor|Irish_Cream}}Irish Cream&lt;br /&gt;
|50&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part [[#Milk Cream|cream]]&lt;br /&gt;
|It&#039;s cream, mixed with whiskey. What else would you expect from the Irish?&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Irish_cream Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jack_rose.png|64px]]&amp;lt;br&amp;gt;{{anchor|Jack Rose}}Jack Rose&lt;br /&gt;
|15&lt;br /&gt;
|2 parts [[#Applejack|applejack]], 1 part [[#Grenadine|grenadine]], 1 part [[#Lime juice|lime juice]]&lt;br /&gt;
|A light cocktail perfect for sipping with a slice of pie.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Jack_Rose_(cocktail) Exists in real life]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kamikaze.png|64px]]&amp;lt;br&amp;gt;{{anchor|Kamikaze}}Kamikaze&lt;br /&gt;
|60&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part [[#Triple_Sec|triple sec]], 1 part [[#Lime juice|lime juice]]&lt;br /&gt;
|Divinely windy.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Kamikaze_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemonade.png|64px]]&amp;lt;br&amp;gt;{{anchor|Lemonade}}Lemonade&lt;br /&gt;
|N/A&lt;br /&gt;
|2 parts [[#Lemon_Juice|lemon juice]], 2 parts water, 1 part [[#Sugar|sugar]], 1 part [[#Glass_of_Ice|ice]]&lt;br /&gt;
| Sweet, tangy lemonade. Good for the soul. Results in 5 parts instead of 6.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lizardwine.png|64px]]&amp;lt;br&amp;gt;{{anchor|Lizard Wine}}Lizard Wine&lt;br /&gt;
| 45&lt;br /&gt;
|1 Lizard Tail + 100 units Ethanol&lt;br /&gt;
|An alcoholic beverage from Space China, made by infusing lizard tails in ethanol. Inexplicably popular among command staff.&lt;br /&gt;
|Both delicious and unethical. Must be crafted with crafting menu [[File:Crafting_menu_hud_icon.png]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lizfizz.png|64px]]&amp;lt;br&amp;gt;{{anchor|LizzFizz}}Lizz Fizz&lt;br /&gt;
|0&lt;br /&gt;
| 3 parts [[#Triplecitrus|Triple citrus]], 1 part [[#ice|ice]], 1 part [[#cream|cream]]&lt;br /&gt;
|Looks like a citrus sherbet seperated in layers? Why would anyone want that is beyond you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:LongIslandIcedTea.png|64px]]&amp;lt;br&amp;gt;{{anchor|Long Island Iced Tea}}Long Island Iced Tea&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part [[#Gin|gin]], 1 part [[#Cuba Libre|Cuba Libre]], 1 part [[#Tequila|tequila]]&lt;br /&gt;
|The liquor cabinet, brought together in a delicious mix. Intended for middle-aged alcoholic women only.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Long_Island_Iced_Tea IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Malibusunset.png|64px]]&amp;lt;br&amp;gt;{{anchor|MalibuSunset}}Malibu Sunset&lt;br /&gt;
|20&lt;br /&gt;
|2 parts [[#painkiller|Painkiller]], 1 part [[#grenadine|Grenadine]], 1 part [[#Orangejuice|Orange Juice]], 1 part [[#Ice|Ice]]&lt;br /&gt;
| Tropical looking drinks, with ice cubes hovering on the surface and grenadine coloring the bottom.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Manhattan.png|64px]]&amp;lt;br&amp;gt;{{anchor|Manhattan}}Manhattan&lt;br /&gt;
|30&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part [[#Vermouth|vermouth]]&lt;br /&gt;
|The Detective&#039;s undercover drink of choice. He never could stomach gin...&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Manhattan_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Manhattanprojglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Manhattan Project}}Manhattan Project&lt;br /&gt;
|45&lt;br /&gt;
|10 parts [[#Manhattan|Manhattan]], 1 part Uranium&lt;br /&gt;
|A scienitst drink of choice, for thinking how to blow up the station.&lt;br /&gt;
|Makes you druggy. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Margarita.png|64px]]&amp;lt;br&amp;gt;{{anchor|Margarita}}Margarita&lt;br /&gt;
|35&lt;br /&gt;
|2 parts [[#Tequila|tequila]], 1 part [[#Triple_Sec|triple sec]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|On the rocks with salt on the rim. ¡Arriba!&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Margarita IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Marsblast.png|frameless]]&lt;br /&gt;
{{Anchor}}&lt;br /&gt;
Marsblast&lt;br /&gt;
|40&lt;br /&gt;
|3 parts [[Guide to drinks#Whiskey|whiskey]], 2 parts [[Guide to drinks#Dr Gibb|dr gibb]]&lt;br /&gt;
|A spicy and manly drink in honor of the first colonists on Mars.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mauna_loa_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Mauna Loa}}Mauna Loa&lt;br /&gt;
|40&lt;br /&gt;
|2 parts [[#Bahama_Mama|Bahama Mama]], 2 parts [[#Capsaicin_Oil|capsaicin oil]], 1 part [[#Kahlua|Kahlua]]&lt;br /&gt;
|Extremely hot; not for the faint of heart!&lt;br /&gt;
|Can make you very hot.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Melonballer.png|64px]]&amp;lt;br&amp;gt;{{anchor|Melon Baller Smoothie}}Melon Baller Smoothie&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Watermelon Juice|Watermelon Juice]], 1 part [[#Creme de Menthe|Creme de Menthe]], 1 part [[#Milk|Milk]]&lt;br /&gt;
|A wonderfully fresh melon smoothie. Guaranteed to brighten your day.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mead.png|64px]]&amp;lt;br&amp;gt;{{anchor|Mead}}Mead&lt;br /&gt;
|30&lt;br /&gt;
|2 units Honey, 5 units [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|A Vikings Beverage, though a cheap one.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Mead Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mercuryblast.png|64px]]&amp;lt;br&amp;gt;{{anchor|Mercuryblast}}Mercuryblast&lt;br /&gt;
|40&lt;br /&gt;
|2 parts [[Guide to drinks#Vodka|vodka]], 1 part [[Guide to drinks#Space Mountain Wind|space mountain wind]], 1 part ice&lt;br /&gt;
|A sour burningly cold drink that&#039;s sure to chill the drinker.&lt;br /&gt;
|Cools you down.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Miamivice.png|64px]]&amp;lt;br&amp;gt;{{anchor|MiamiVice}}Miami Vice&lt;br /&gt;
|30&lt;br /&gt;
|1 part [[#Pinacolada|Pina Colada]], 1 part [[#StrawberryDaiquiri|Strawberry Daiquiri]]&lt;br /&gt;
|Strawberries and coconut, like yin and yang.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mississippi.png|64px]]&amp;lt;br&amp;gt;{{anchor|Mississippi Queen}}Mississippi Queen&lt;br /&gt;
|N/A&lt;br /&gt;
| 15 parts [[#Tomato juice|tomato juice]], 10 parts [[Guide to food#Mayonaise|mayonaise]], 5 parts [[Guide to food#soy sauce|soy sauce]], 2 parts [[Guide to food#vinegar|vinegar]], 10 parts capsaicin, 2 parts coco powder&lt;br /&gt;
|If you think you&#039;re so hot, how about a victory drink?&lt;br /&gt;
|Makes you dizzy after 10 cycles, confused after 20 cycles, and hallucinate after 30 cycles in your system. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Mojito.png|64px]]&amp;lt;br&amp;gt;{{anchor|Mead}}Mojito&lt;br /&gt;
|30&lt;br /&gt;
|1 part [[#Rum|rum]], 1 part [[#Sugar|sugar]], 1 part [[#Lime juice|lime juice]], 1 part [[#Soda water|soda water]], 1 part [[#Menthol|menthol]]&lt;br /&gt;
|A drink that looks as refreshing as it tastes.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Mojito IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Water_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Moonshine}}Moonshine&lt;br /&gt;
|95&lt;br /&gt;
|5 units Nutriment, 5 units Sugar, 5 units [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|You&#039;ve really hit rock bottom now... your liver packed its bags and left last night.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:MoscowMule.png|64x64px]]&amp;lt;br&amp;gt;{{anchor|Moscow Mule}}Moscow Mule&lt;br /&gt;
|30&lt;br /&gt;
|5 parts [[#Sol_Dry|Sol Dry]], 5 parts [[#Vodka|vodka]], 1 part lime juice, 1 part ice&lt;br /&gt;
|A chilly drink that reminds you of the Derelict.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Narsour_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Narsour}}Narsour&lt;br /&gt;
|10&lt;br /&gt;
|1 part [[blood]], 1 parts [[#Lemon Juice|lemon juice]], 1 part [[#Demons Blood|demons blood]]&lt;br /&gt;
|A new hit cocktail inspired by THE ARM Breweries will have you shouting Fuu ma&#039;jin in no time!&lt;br /&gt;
|Causes you to slur cult phrases instead of normal slurring. Results in 1 part instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nukacolaglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Nuka Cola}}Nuka Cola&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Uranium, 6 parts [[#Space Cola|Space Cola]]&lt;br /&gt;
|Don&#039;t cry, Don&#039;t raise your eye, It&#039;s only nuclear wasteland&lt;br /&gt;
|Makes you druggy, dizzy, wakes you up, gives you higher speed&amp;lt;br&amp;gt;[http://fallout.wikia.com/wiki/Nuka-Cola Reference to Fallout.]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Old_timer.png|64px]]&amp;lt;br&amp;gt;{{anchor|Old Timer}}Old Timer&lt;br /&gt;
|35&lt;br /&gt;
|3 parts [[#Whiskey_Soda|whiskey soda]], 2 parts [[#Parsnip_Juice|parsnip juice]], 1 part [[#Alexander|Alexander]]&lt;br /&gt;
|An archaic potation enjoyed by old coots of all ages.&lt;br /&gt;
|Makes you older. And older, and older.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Neurotoxin.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Neurotoxin}}Neurotoxin&lt;br /&gt;
|50&lt;br /&gt;
|1 part Morphine, 1 part [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]]&lt;br /&gt;
| A drink that is guaranteed to knock you silly.&lt;br /&gt;
|Drugs you, makes you dizzy, deals up to 75% brain damage over time, randomly causes you to drop items and take stamina damage. After 5 cycles starts randomly paralyzing your limbs. After 30 cycles deals more brain damage but without limit. After 50 cycles (over 20 units) it has a 15% chance per cycle to give you a heart attack. Metabolism rate is 0.4 units. Quickly purged by [[Guide_to_chemistry#Neurine|Neurine]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:GargleBlaster.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Pan-Galactic Gargle Blaster}}Pan-Galactic Gargle Blaster&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Gin|gin]], 1 part [[#Vodka|vodka]], 1 part [[#Whiskey|whiskey]], 1 part [[#Cognac|cognac]], 1 part [[#Lemon juice|lemon juice]]&lt;br /&gt;
|Does... does this mean that Arthur and Ford are on the station? Oh joy.&lt;br /&gt;
|Makes you dizzy, then stuttering, then confused, then druggy&amp;lt;br&amp;gt;[http://en.wikipedia.org/wiki/Zaphod_Beeblebrox#Pan-Galactic_Gargle_Blaster Drink from The Hitchhiker&#039;s Guide to the Galaxy]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Painkiller_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Painkiller}}Painkiller&lt;br /&gt;
|20&lt;br /&gt;
|5 parts [[#Creme_de_Coconut|Creme de Coconut]], 4 parts [[#Pineapple_Juice|pineapple juice]], 1 part [[#Orange Juice|orange juice]]&lt;br /&gt;
|Dulls your pain. Your emotional pain, that is. (Does nothing.)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Patron glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Patron}}Patron&lt;br /&gt;
|60&lt;br /&gt;
|10 parts [[#Tequila|tequila]], 1 part Silver&lt;br /&gt;
|Drinking patron in the bar, with all the subpar ladies.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Patr%C3%B3n Exists in real world] Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PepperminPatty.png|64px]]&amp;lt;br&amp;gt;{{anchor|Peppermint Patty}}Peppermint Patty&lt;br /&gt;
|25&lt;br /&gt;
|6 parts [[#Hot Coco|hot coco]], 1 part [[#Creme de Cacao|creme de cacao]], 1 part [[#Creme de Menthe|creme de menthe]], 1 part [[#Vodka|vodka]], 1 part [[#Menthol|menthol]]&lt;br /&gt;
|This lightly alcoholic drink combines the benefits of menthol and cocoa.&lt;br /&gt;
|Prevents coughing, heats you up and comes from Archer.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Piledriver.png|frameless|64x64px]]&amp;lt;br&amp;gt;{{Anchor|Piledriver}}Piledriver&lt;br /&gt;
|45&lt;br /&gt;
|1 part [[Guide to drinks#Screwdriver Cocktail|Screwdriver]], 1 part [[Guide to drinks#Rum and Coke|Rum and Coke]]&lt;br /&gt;
|A bright drink that leaves you with a burning sensation.&lt;br /&gt;
|[https://www.cocktailbuilder.com/recipe/piledriver Exists in real world.]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pina_colada glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Pina_Colada}}Pina Colada&lt;br /&gt;
|40&lt;br /&gt;
|3 parts [[#Pineapple_Juice|pineapple juice]], 1 part [[#Lime Juice|lime juice]], 1 part [[#Creme_de_Coconut|Creme de Coconut]], 1 part [[#Rum|rum]]&lt;br /&gt;
|A fresh pineapple drink with coconut rum. Yum.&lt;br /&gt;
|Results in 5 parts instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinaolivada.png|64px]]&amp;lt;br&amp;gt;{{anchor|Pina Olivada}}Pina Olivada&lt;br /&gt;
|20&lt;br /&gt;
| 3 parts [[#Pineapple_juice|Pineapple Juice]], 1 part [[#Rum|Rum]], 1 part [[Guide to food#Quality oil|quality oil]]&lt;br /&gt;
|An oddly designed concoction of olive oil and pineapple juice.&lt;br /&gt;
|Forces you to emote and displays various messages of discomfort. Harmless, however.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Planet_cracker.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Planet Cracker}}Planet Cracker&lt;br /&gt;
| 50&lt;br /&gt;
|2 parts [[#Champagne|champagne]], 2 parts [[#Lizard_Wine|lizard wine]], 1 part [[#Egg_Yolk|egg yolk]], 1 part gold&lt;br /&gt;
|This jubilant drink celebrates humanity&#039;s triumph over the alien menace. May be offensive to non-human crewmembers.&lt;br /&gt;
|Results in 4 parts instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Orange_juice_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Pruno}}Pruno&lt;br /&gt;
|85&lt;br /&gt;
| First make pruno mix by crafting it (via the crafting menu) with the following ingredients: 1 trashbag, 1 slice of [[#Moldy_Bread|moldy bread]], 4 grown edible plants, 2 candy corn and of 15 units water. Put the newly created mix in a toilet or washing machine and wait 30 seconds.&lt;br /&gt;
|Fermented prison wine made from fruit, sugar, and despair. Security loves to confiscate this, which is the only kind thing Security has ever done.&lt;br /&gt;
|[[Status_Effects#Disgust|Disgusting]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinlatte glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Pumpkin Latte}}Pumpkin Latte&lt;br /&gt;
|N/A&lt;br /&gt;
| 5 parts pumpkin juice, 5 parts coffee, 5 parts cream&lt;br /&gt;
|A delicious mix of pumpkin juice and coffee.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Quadruple_sec_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Quadruple Sec}}Quadruple Sec&lt;br /&gt;
|35&lt;br /&gt;
|5 parts [[#Triple_Sec|triple sec]], 5 parts [[#Triple Citrus|triple citrus]], 5 parts [[Guide to drinks#Grenadine|grenadine]]&lt;br /&gt;
| Kicks just as hard as licking the powercell on a baton, but tastier.&lt;br /&gt;
|Heals all security personnel for 1 damage in all body parts per tick. Additionally, all brute damage is healed by 2 as long as it is in your system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Quintuple_sec_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Quintiple Sec}}Quintiple Sec&lt;br /&gt;
|55&lt;br /&gt;
|5 parts [[#Quadruple Sec|quadruple sec]], 5 parts [[#Clown&#039;s Tears|clown&#039;s tears]], 5 parts [[#Syndicate Bomb|syndicate bomb]]&lt;br /&gt;
|Law, Order, Alcohol, and Police Brutality distilled into one single elixir of JUSTICE.&lt;br /&gt;
|Heals all security personnel for 2 damage in all body parts per tick. Additionally, all brute damage, burn damage, toxin damage, and suffocation damage is healed by 5 as long as it is in your system. Has an absurdly high alcohol level, and will make you seriously drunk with a few sips.&lt;br /&gt;
|-&lt;br /&gt;
![[File:RedMead glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Red Mead}}Red Mead&lt;br /&gt;
|31&lt;br /&gt;
|1 part [[#Mead|mead]], 1 part blood&lt;br /&gt;
|A True Vikings Beverage, though its color is strange.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Red_queen.png|64px]]&amp;lt;br&amp;gt;{{anchor|Red Queen}}Red Queen&lt;br /&gt;
|N/A&lt;br /&gt;
|6 parts [[#Tea|tea]], 2 parts [[Guide_to_chemistry#Chemistry_Dispensers|mercury]], 1 part [[#Pepper|black pepper]], 1 part [[Guide_to_chemistry#Growth_Serum|Growth Serum]]&lt;br /&gt;
|DRINK ME.&lt;br /&gt;
|Randomly changes your size while it&#039;s in your system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Royrogers.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Roy Rogers}}Roy Rogers&lt;br /&gt;
|N/A&lt;br /&gt;
|2 parts [[#Space Cola|Space Cola]], 1 part [[#Grenadine|Grenadine]]&lt;br /&gt;
|90% sugar in a glass.&lt;br /&gt;
|Induces a sugar rush.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rubberneck.png|64px]]&amp;lt;br&amp;gt;{{anchor|Rubberneck}}Rubberneck&lt;br /&gt;
| 60&lt;br /&gt;
|5 parts [[#Grey_Bull|Grey Bull]], 4 parts ethanol, 1 part [[#Astrotame|astrotame]]&lt;br /&gt;
|A popular drink amongst those adhering to an all synthetic diet.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiskeyCola.png|64px]]&amp;lt;br&amp;gt;{{anchor|Rum and Coke}}Rum and Coke&lt;br /&gt;
|40&lt;br /&gt;
|2 parts [[#Rum|rum]], 1 part [[#Space Cola|space cola]]&lt;br /&gt;
|The classic go-to of space-fratboys.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sbiten glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Sbiten}}Sbiten&lt;br /&gt;
|70&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part Capsaicin&lt;br /&gt;
|A spicy mix of Vodka and Spice. Very hot.&lt;br /&gt;
|Heats you up if you are frozen&amp;lt;br&amp;gt;[http://en.wikipedia.org/wiki/Sbiten Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Screwdriver.png|64px]]&amp;lt;br&amp;gt;{{anchor|Screwdriver Cocktail}}Screwdriver Cocktail&lt;br /&gt;
|55&lt;br /&gt;
|2 parts [[#Vodka|vodka]], 1 part [[#Orange Juice|orange juice]]&lt;br /&gt;
|A simple, yet superb mixture of Vodka and orange juice. Just the thing for the tired engineer.&lt;br /&gt;
|Quickly removes radiation for the CE, engineers and atmos techs.&amp;lt;br&amp;gt;[http://en.wikipedia.org/wiki/Screwdriver_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shirleytemple.png|64px]]&amp;lt;br&amp;gt;{{anchor|Shirley Temple}}Shirley Temple&lt;br /&gt;
|N/A&lt;br /&gt;
|2 parts [[#Sol_Dry|Sol Dry]], 1 part [[#Grenadine|Grenadine]]&lt;br /&gt;
|Reduces disgust&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sidecar.png|64px]]&amp;lt;br&amp;gt;{{anchor|Sidecar}}Sidecar&lt;br /&gt;
|45&lt;br /&gt;
|2 parts [[#Cognac|cognac]], 1 part [[#Triple_Sec|triple sec]], 1 part [[#Lemon juice|lemon juice]]&lt;br /&gt;
|The one ride you’ll gladly give up the wheel for.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Sidecar_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Silencer glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Silencer}}Silencer&lt;br /&gt;
|59&lt;br /&gt;
|1 part Nothing, 1 part [[#Milk Cream|cream]], 1 part [[#Sugar|sugar]]&lt;br /&gt;
|A drink from mime Heaven.&lt;br /&gt;
|Nothing is found in the [[Mime]]&#039;s Bottle of Nothing. Heals and mutes mimes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:singuloglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Singulo}}Singulo&lt;br /&gt;
|35&lt;br /&gt;
|5 parts [[#Vodka|vodka]], 1 part Radium, 5 part [[#Wine|wine]]&lt;br /&gt;
|A blue-space beverage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sinsdelight.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Sinsdelight}}Sin&#039;s Delight&lt;br /&gt;
|66&lt;br /&gt;
|1 part [[#Demonsblood|Demon&#039;s Blood]], 1 part [[#Triplesec|Triple Sec]], 1 part [[#Martini|martini]], 1 part [[#changlingsting|Changling Sting]]&lt;br /&gt;
|You can smell the seven sins rolling off the top of the glass.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:SnowWhite glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Snow White}}Snow White&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Beer|beer]], 1 part [[#Lemon-Lime|Lemon-Lime]]&lt;br /&gt;
|A cold refreshment.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soylatteglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Soy Latte}}Soy Latte&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Coffee|coffee]], 1 part [[#Soy Milk|soy milk]]&lt;br /&gt;
|A nice and refreshing beverage while you are reading.&lt;br /&gt;
|Heals dizziness, drowsiness and sleeping; heats up if frozen and 20% chance per tick to heal 1 brute damage in a random body part.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Squirtcider.png|64px]]&amp;lt;br&amp;gt;{{anchor|Squirt Cider}}Squirt Cider&lt;br /&gt;
|40&lt;br /&gt;
| 1 part water, 1 part tomato juice, 1 part nutriment&lt;br /&gt;
|Fermented squirt extract with a nose of stale bread and ocean water. Whatever a squirt is.&lt;br /&gt;
|[https://bastion.fandom.com/wiki/Squirt_Cider Spirit from Bastion]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stinger.png|64px]]&amp;lt;br&amp;gt;{{anchor|Stinger}}Stinger&lt;br /&gt;
| 25&lt;br /&gt;
|10 parts cognac, 5 parts [[#Creme de Menthe|creme de menthe]]&lt;br /&gt;
|A snappy way to end the day.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/Stinger_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberrybanana.png|64px]]&amp;lt;br&amp;gt;{{anchor|Strawberry Banana Smoothie}}Strawberry Banana Smoothie&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Berry Juice|Berry Juice]], 1 part [[#Milk|Milk]], 1 part [[#Banana Juice|Banana Juice]]&lt;br /&gt;
|A classic drink which countless souls have bonded over...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberrydaiquiri.png|64px]]&amp;lt;br&amp;gt;{{anchor|StrawberryDaiquiri}}Strawberry Daiquiri&lt;br /&gt;
|20&lt;br /&gt;
| 2 parts [[#Rum|rum]], 1 part [[#Limejuice|Lime juice]], 1 part [[#sugar|sugar]], 2 part [[#berryjuice|Berry Juice]], 1 part [[#ice|ice]]&lt;br /&gt;
|Pink looking drink with flowers and a bit straw to sip it. Looks sweet and refreshing, perfect for warm days.&lt;br /&gt;
|results in 7&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberry_milk_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|StrawberryMilk}}Strawberry Milk&lt;br /&gt;
|0&lt;br /&gt;
| 1 part Berry Juice, 1 part Milk&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberryshake.png|64px]]&amp;lt;br&amp;gt;{{anchor|Strawberry milkshake}}Strawberry Milkshake&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Berry juice|Berry juice]], 1 part [[#Ice|Ice]], 1 part [[#Cream|cream]].&lt;br /&gt;
|A strawberry milkshake, far superior to those with weaker chocolate inclined tastebuds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinktea.png|64px]]&amp;lt;br&amp;gt;{{anchor|StrawberryTea}}Strawberry Tea&lt;br /&gt;
|0&lt;br /&gt;
|1 part Berry juice, 1 part [[#Arnoldpalmer|Arnold Palmer]], 1 part sugar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sugarrush.png|64px]]&amp;lt;br&amp;gt;{{anchor|Sugar Rush}}Sugar Rush&lt;br /&gt;
|10&lt;br /&gt;
|2 parts [[#Sugar|sugar]], 1 part [[#Lemon Juice|lemon juice]], 1 part [[#Wine|wine]]&lt;br /&gt;
|Sweet, light, and fruity - as girly as it gets.&lt;br /&gt;
|Has a slight nutritional value but lowers your satiety as it&#039;s practically junk food.&amp;lt;br&amp;gt;[http://va11halla.wikia.com/wiki/Sugar_Rush Drink from VA-11 Hall-A]&lt;br /&gt;
|-&lt;br /&gt;
![[File:SyndicateBomb.png|64px]]&amp;lt;br&amp;gt;{{anchor|Syndicate Bomb}}Syndicate Bomb&lt;br /&gt;
|90&lt;br /&gt;
|1 part [[#Whiskey Cola|Whiskey Cola]], 1 part [[#Beer|beer]]&lt;br /&gt;
| A syndicate bomb.&lt;br /&gt;
|Fluff: two glasses connected with a tank valve. You need to drink from the valve, else it spills.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TequillaSunrise.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tequila Sunrise}}Tequila Sunrise&lt;br /&gt;
|45&lt;br /&gt;
|2 parts [[#Tequila|tequila]], 2 parts [[#Orange Juice|orange juice]], 1 part [[#Grenadine|grenadine]]&lt;br /&gt;
|Oh great, now you feel nostalgic about sunrises back on Terra...&lt;br /&gt;
|Causes glowing. [http://en.wikipedia.org/wiki/Tequila_Sunrise_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Thehat.png|64px]]&amp;lt;br&amp;gt;{{anchor|The Hat}}The Hat&lt;br /&gt;
|80&lt;br /&gt;
|1 part [[#Plum Wine|plum wine]], 1 part [[#ethanol|ethanol]], 1 part water&lt;br /&gt;
|A single plum floating in perfume, served in a man&#039;s hat.&lt;br /&gt;
|Drink from [https://va11halla.fandom.com/wiki/A_Fedora VA-11 Hall-A]. Results in 1 part instead of 3&lt;br /&gt;
|-&lt;br /&gt;
![[File:Thejuice.gif|64px]]&amp;lt;br&amp;gt;{{anchor|The Juice}}The Juice&lt;br /&gt;
|50&lt;br /&gt;
|1 part [[#Mushroom Tea|Mushroom Tea]], 1 part Bluespace Dust, 1 part Mindbreaker Toxin, 1 part [[#Neurotoxin|Neurotoxin]], 1 part Morphine.&lt;br /&gt;
|A concoction of not-so-edible things that apparently lets you feel like you&#039;re in two places at once.&lt;br /&gt;
|Lets the drinker see bluespace tears in reality, allowing them to freely teleport from one end to the other, akin to the &amp;quot;Bluespace Prophet&amp;quot; trauma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:The_manly_dorf_glass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|The Manly Dorf}}The Manly Dorf&lt;br /&gt;
| 100&lt;br /&gt;
| 1 parts [[#Beer|beer]], 2 parts [[#Ale|ale]]&lt;br /&gt;
|A manly concoction made from Ale and Beer. Intended for true men only.&lt;br /&gt;
|Heals people with the dwarf mutation. [http://bay12games.com/dwarves/ Reference to Dwarf Fortress]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Thirteenloko.png|64px]]&amp;lt;br&amp;gt;{{anchor|Thirteen Loko}}Thirteen Loko&lt;br /&gt;
|80&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part [[#Lime Juice|lime juice]], 1 part [[#Coffee|coffee]]&lt;br /&gt;
|This is a glass of Thirteen Loko, it appears to be of the highest quality. The drink, not the glass.&lt;br /&gt;
|Wakes you up and cools you down if overheated. Causes addiction at 30u and overdose at 60u. Addiction does nothing, but overdosing will first cause a 1.5 second stun and jitteriness. It will then have a 7% chance per tick to force drop held items, 7% chance to cause a random message of discomfort, 5% chance to permanently blind you or &#039;&#039;&#039;melt your eyes out if already blind&#039;&#039;&#039;, 3% chance to cause a seizure (10 seconds of unconsciousness) and a 1% chance of causing a heart attack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:threemileislandglass.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Three Mile Island Iced Tea}}Three Mile Island Iced Tea&lt;br /&gt;
|10&lt;br /&gt;
|10 parts [[#Long Island Iced Tea|Long Island Iced Tea]], 1 part Uranium&lt;br /&gt;
|A glass of this is sure to prevent a meltdown.&lt;br /&gt;
|Makes you druggy. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ToxinsSpecial.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Toxins Special}}Toxins Special&lt;br /&gt;
|25&lt;br /&gt;
|2 parts [[#Rum|rum]], 1 part [[#Vermouth|vermouth]], 2 parts Plasma&lt;br /&gt;
|Whoah, this thing is on FIRE! &#039;&#039;&#039;CALL THE DAMN SHUTTLE!!!&#039;&#039;&#039;&lt;br /&gt;
|Heats you up if frozen. Best served in a shot glass.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Trappist_beer_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|Trappist Beer}}Trappist Beer&lt;br /&gt;
|40&lt;br /&gt;
|2 parts [[#Ale|ale]], 2 parts [[#Holy_Water|holy water]], 1 part [[#Sugar|sugar]]&lt;br /&gt;
|A strong dark ale brewed by space-monks.&lt;br /&gt;
|If you&#039;re a [[Chaplain|chaplain]] it reduces [[Status_Effects#Jitteriness|jittering]], [[Status_Effects#Stuttering|stuttering]] and heals 2.5 burn per tick.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Triplecitrus.png|64px]]&amp;lt;br&amp;gt;{{anchor|Triple Citrus}}Triple Citrus&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Lemon Juice, 1 part Lime Juice, 1 part Orange Juice&lt;br /&gt;
|Triple the citrus, triple the fun.&lt;br /&gt;
|Can be used to make [[Guide to chemistry#Colorful Reagent|Colorful Reagent]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Turbo.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Turbo}}Turbo&lt;br /&gt;
|85&lt;br /&gt;
|2 parts [[#Moonshine|moonshine]], 1 part [[Guide_to_chemistry#Nitrous_Oxide|Nitrous Oxide]], 1 part [[#Sugar_Rush|Sugar Rush]], 1 part [[#Pwr_Game|Pwr Game]]&lt;br /&gt;
|A turbulent cocktail for outlaw hoverbikers.&lt;br /&gt;
| Regenerates your [[Health#Stamina|stamina]] faster the more drunk you are.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vanilladream.png|64px]]&amp;lt;br&amp;gt;{{anchor|Vanilla Dream Smoothie}}Vanilla Dream Smoothie&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part vanilla, 1 part [[#Milk|Milk]], 1 part [[#Cream|Cream]]&lt;br /&gt;
|A classic drink made with vanilla and fresh cream.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vanillashake.png|64px]]&amp;lt;br&amp;gt;{{anchor|Vanilla Milkshake}}Vanilla Milkshake&lt;br /&gt;
|N/A&lt;br /&gt;
| 1 parts [[#Cream|cream]], 1 parts vanilla, 1 parts [[#Ice|Ice]]&lt;br /&gt;
|A vanilla flavored milkshake. The basics are still good.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vanillapudding.png|64px]]&amp;lt;br&amp;gt;{{anchor|Vanilla Pudding}}Vanilla Pudding&lt;br /&gt;
|N/A&lt;br /&gt;
|5 parts milk, 5 parts vanilla, 5 parts eggyolk&lt;br /&gt;
|A vanilla flavored pudding in a glass.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:VodkaTonic.png|64px]]&amp;lt;br&amp;gt;{{anchor|Vodka and Tonic}}Vodka and Tonic&lt;br /&gt;
|70&lt;br /&gt;
| 2 parts [[#Vodka|vodka]], 1 part [[#Tonic Water|tonic water]]&lt;br /&gt;
|For when a gin and tonic isn&#039;t russian enough.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:VodkaMartini.png|64px]]&amp;lt;br&amp;gt;{{anchor|vodka Martini}}Vodka Martini&lt;br /&gt;
|65&lt;br /&gt;
|2 parts [[#Vodka|vodka]], 1 part [[#Vermouth|vermouth]]&lt;br /&gt;
|A bastardisation of the classic martini. Still great.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiskeyCola.png|64px]]&amp;lt;br&amp;gt;{{anchor|Whiskey Cola}}Whiskey Cola&lt;br /&gt;
|70&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part  [[#Space Cola|Space Cola]]&lt;br /&gt;
|An innocent-looking mixture of cola and Whiskey. Delicious.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiskeySoda.png|64px]]&amp;lt;br&amp;gt;{{anchor|Whiskey Soda}}Whiskey Soda&lt;br /&gt;
|70&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part [[#Soda Water|soda water]]&lt;br /&gt;
|Ultimate refreshment.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiskey_sour.png|64px]]&amp;lt;br&amp;gt;{{anchor|Whiskey Sour}}Whiskey Sour&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Whiskey|whiskey]], 1 part [[#Lemon Juice|lemon juice]], 1 part sugar&lt;br /&gt;
|Lemon juice/whiskey/sugar mixture. Moderate alcohol content.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiteRussian.png|64px]]&amp;lt;br&amp;gt;{{anchor|White Russian}}White Russian&lt;br /&gt;
|50&lt;br /&gt;
|3 [[#Black Russian|Black Russian]], 2 part [[#Milk Cream|cream]]&lt;br /&gt;
|A very nice looking drink. But that&#039;s just, like, your opinion, man.&lt;br /&gt;
|[http://en.wikipedia.org/wiki/White_Russian_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizz_fizz.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Wizz_Fizz}}Wizz Fizz&lt;br /&gt;
|50&lt;br /&gt;
|1 part [[#Champagne|champagne]], 1 part [[#Soda_Water|Soda Water]], 1 part [[#Triple_Sec|triple sec]]&lt;br /&gt;
|A magical potion, fizzy and wild! However the taste, you will find, is quite mild.&lt;br /&gt;
|Heals [[#Wizard|wizards]] 1 of every damage type per tick.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Zenstar.png|frameless]]&lt;br /&gt;
{{Anchor}}&lt;br /&gt;
Zen Star&lt;br /&gt;
|35&lt;br /&gt;
|2 parts [[Guide to drinks#Triple Sec|triple Sec]], 2 parts [[Guide to drinks#Lemon Juice|lemon juice]], 1 part [[Guide to drinks#Grenadine|grenadine]]&lt;br /&gt;
|A sour and bland drink, rather dissapointing.&lt;br /&gt;
|Fairly close to [[Guide to drinks#Quadruple Sec|Quadruple Sec]]&#039;s recipe.&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownglass.png|64px]]&amp;lt;br&amp;gt;{{anchor|..What?}}..What?&lt;br /&gt;
|N/A&lt;br /&gt;
|Fail a recipe&lt;br /&gt;
|You can&#039;t really tell what this is.&lt;br /&gt;
|You get this when there is something else in the glass&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lizard Drinks====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Drunken_espatier.png|64px]]&amp;lt;br&amp;gt;{{anchor|Drunken Espatier}}Drunken Espatier&lt;br /&gt;
|65&lt;br /&gt;
|2 part [[#Mushi Kombucha|mushi kombucha]], 2 parts [[#Moonshine|moonshine]], 1 part berry juice&lt;br /&gt;
|Look, if you had to get into a shootout in the cold vacuum of space, you&#039;d want to be drunk too.&lt;br /&gt;
|A drink to make facing death easier.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shroomy_bottle.png|64px]]&amp;lt;br&amp;gt;{{anchor|Mushi Kombucha}}Mushi Kombucha&lt;br /&gt;
|N/A&lt;br /&gt;
|3 parts [[#Mushroom Tea|mushroom tea]], 2 parts [[Guide_to_food#Korta Nectar|korta nectar]], 1 part [[Guide_to_food#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|A popular summer beverage on Tizira, made from sweetened mushroom tea.&lt;br /&gt;
|A glass of (slightly alcoholic) fermented sweetened mushroom tea. Refreshing, if a little strange.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mushroom_tea.png|64px]]&amp;lt;br&amp;gt;{{anchor|Mushroom Tea}}Mushroom Tea&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[Guide_to_food#Mushroom Powder|mushroom powder]], 5 parts water&lt;br /&gt;
|A savoury glass of tea made from polypore mushroom shavings, originally native to Tizira.&lt;br /&gt;
|Oddly savoury for a drink. Results in 5 parts instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Protein_blend.png|64px]]&amp;lt;br&amp;gt;{{anchor|Protein Blend}}Protein Blend&lt;br /&gt;
|65&lt;br /&gt;
|1 part organic slurry, 1 part korta flour, 1part blood, 2parts ethanol&lt;br /&gt;
|A vile blend of protein, pure grain alcohol, korta flour, and blood. Useful for bulking up, if you can keep it down.&lt;br /&gt;
|Vile, even by lizard standards.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sea_breeze.png|64px]]&amp;lt;br&amp;gt;{{anchor|Sea Breeze}}Sea Breeze&lt;br /&gt;
|15&lt;br /&gt;
|3 parts [[#Kortara|kortara]], 1 part [[#Creme de Menthe|creme de menthe]], 1 part [[#Creme de Cacao|creme de cacao]]&lt;br /&gt;
|Light and refreshing with a mint and cocoa hit- like mint choc chip ice cream you can drink!&lt;br /&gt;
|Minty, chocolatey, and creamy.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Triumphal_arch.png|64px]]&amp;lt;br&amp;gt;{{anchor|Triumphal Arch}}Triumphal Arch&lt;br /&gt;
|60&lt;br /&gt;
|5 part [[#Mushi Kombucha|mushi kombucha]], 2 parts [[#Grappa|grappa]], 2 parts lemon juice, 1 part gold&lt;br /&gt;
|A drink celebrating the Lizard Empire and its military victories. It&#039;s popular at bars on Unification Day.&lt;br /&gt;
|A toast to the Empire, long may it stand.&lt;br /&gt;
|-&lt;br /&gt;
![[File:White_tizirian.png|64px]]&amp;lt;br&amp;gt;{{anchor|White Tiziran}}White Tiziran&lt;br /&gt;
|50&lt;br /&gt;
|5 parts [[#Black Russian|Black Russian]], 3 part [[#Kortara|kortara]]&lt;br /&gt;
|A mix of vodka and kortara. The Lizard imbibes.&lt;br /&gt;
|I had a rough night and I hate the fucking humans, man.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mothic Drinks==== &lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Admiralty.png|64px]]&amp;lt;br&amp;gt;{{anchor|Admiralty}}Admiralty&lt;br /&gt;
|100&lt;br /&gt;
|5 parts [[#Navy Rum|Navy rum]], 1 part [[#Fernet|fernet]], 1 part [[#Vermouth|vermouth]] &lt;br /&gt;
|A refined, bitter drink made with navy rum, vermouth and fernet.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Darkandstormy.png|64px]]&amp;lt;br&amp;gt;{{anchor|Dark and stormy}}Dark and stormy&lt;br /&gt;
|50&lt;br /&gt;
|3 parts [[#Rum|Rum]], 7 part [[#Sol_Dry|Sol Dry]]&lt;br /&gt;
|A classic drink arriving to thunderous applause.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Longjohn.png|64px]]&amp;lt;br&amp;gt;{{anchor|Long John Silver}}Long John Silver&lt;br /&gt;
|50&lt;br /&gt;
|4 part [[#Navy Rum|Navy rum]], 1 part [[#Bitters|bitters]], 5 part [[#Lemonade|lemonade]]&lt;br /&gt;
|A long drink of navy rum, bitters, and lemonade. Particularly popular aboard the Mothic Fleet as it&#039;s light on ration credits and heavy on flavour.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Longhaul.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Long Haul}}Long Haul&lt;br /&gt;
|35&lt;br /&gt;
|4 part [[#Navy Rum|Navy rum]], 3 part [[Guide to drinks#Blue Curacao|curacao]], 2 part [[#Sugar|sugar]], 1 part [[#Bitters|bitters]], 15 part [[#Soda water|sodawater]]&lt;br /&gt;
|A perfect companion for a lonely long haul flight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Saltandswell.png|64px]]&amp;lt;br&amp;gt;{{anchor|File:Salt and swell}}Salt and swell&lt;br /&gt;
|60&lt;br /&gt;
|4 part [[#Navy Rum|Navy rum]], 3 part Toechtauese syrup, 2 part Egg White, 1 part Saline-Glucose Solution&lt;br /&gt;
|A bracing sour with an interesting salty taste&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tichtoch.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tich Toch}}Tich Toch&lt;br /&gt;
|75&lt;br /&gt;
|6 parts [[#Tiltaellen|Tiltaellen]], 2 parts [[#Toechtauese syrup|Toechtauese syrup]], 2 part [[#Vodka|vodka]]&lt;br /&gt;
|A mix of Tiltällen, Töchtaüse Syrup, and vodka. It&#039;s not exactly to everyones&#039; tastes.&lt;br /&gt;
|Disgusting&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tiltaellen.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tiltaellen}}Tiltaellen&lt;br /&gt;
|10&lt;br /&gt;
|8 parts Yoghurt, 1 parts Vinegar, 1 part Salt&lt;br /&gt;
|A lightly fermented yoghurt drink with salt and a light dash of vinegar. Has a distinct sour cheesy flavour.&lt;br /&gt;
|Disgusting&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tropicalstorm.png|64px]]&amp;lt;br&amp;gt;{{anchor|Tropical storm}}Tropical storm&lt;br /&gt;
|40&lt;br /&gt;
|2 part [[#Rum|rum]], 2 parts [[Guide to drinks#Blue Curacao|curacao]], 4 parts [[#Triple citrus|triplecitrus]], 2 part Pineapple juice&lt;br /&gt;
|A taste of the Caribbean in one glass.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ethereal Drinks==== &lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pod_tesla.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Pod Tesla}}Pod Tesla&lt;br /&gt;
|80&lt;br /&gt;
|5 parts [[#Telepole|Telepole]], 3 parts [[#Brave Bull|Brave Bull]], 5 parts [[#Admiralty|Admiralty]]&lt;br /&gt;
|Ride the lightning!  Recharges etherials, suppresses phobias, and gives strong temporary shock resistance.&lt;br /&gt;
|Results in 15 parts instead of 13.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Telepole.png|64px]]&amp;lt;br&amp;gt;{{anchor|Telepole}}Telepole&lt;br /&gt;
|50&lt;br /&gt;
|1 part [[#Voltaic Wine|Voltaic Wine]], 1 part [[#Dark and stormy|Dark and Stormy]], 2 parts [[#Sake|Sake]]&lt;br /&gt;
|A liquid grounding rod. Recharges etherials and grants temporary shock resistance.&lt;br /&gt;
|Results in 5 parts instead of 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Synthanol Drinks==== &lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Robottears.png|64px]]&amp;lt;br&amp;gt;{{anchor|RobotTears}}Robot Tears&lt;br /&gt;
|25&lt;br /&gt;
|1 part synthanol, 1 part oil, 1 part soda water&lt;br /&gt;
|no robots were hurt in the making of this drink.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Trinary.png|64px]]&amp;lt;br&amp;gt;{{anchor|Trinary}}Trinary&lt;br /&gt;
|20&lt;br /&gt;
|1 part synthanol, 1 part lime juice, 1 part orange juice&lt;br /&gt;
|Colorful drink made for synthetic crewmembers.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Servodrink.png|64px]]&amp;lt;br&amp;gt;{{anchor|Servo}}Servo&lt;br /&gt;
|25&lt;br /&gt;
|2 parts synthanol, 1 part cream, 1 part hot coco&lt;br /&gt;
|Chocolate - based drink made for IPCs. &amp;quot;A drink containing some organic ingredients, but meant only for synthetics.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Uplink.png|64px]]&amp;lt;br&amp;gt;{{anchor|Uplink}}Uplink&lt;br /&gt;
|15&lt;br /&gt;
|1 part synthanol, 1 part rum, 1 part vodka, 1 part tequila, 1 part whiskey&lt;br /&gt;
|An exquisite mix of the finest liquoirs and synthanol. Meant only for synthetics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Synthncoke.png|64px]]&amp;lt;br&amp;gt;{{anchor|Synthcoke}}Synth &#039;n coke&lt;br /&gt;
|25&lt;br /&gt;
|1 part synthanol, 1 part cola&lt;br /&gt;
|Classic drink altered to fit the tastes of a robot, contains de-rustifying properties. Bad idea to drink if you&#039;re made of carbon.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:synthignon.png|64px]]&amp;lt;br&amp;gt;{{anchor|Synthignon}}Synthignon&lt;br /&gt;
| 25&lt;br /&gt;
|1 part synthanol, 1 part wine&lt;br /&gt;
|Someone mixed good wine and robot booze. Romantic, but atrocious.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shakiri Drinks==== &lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shakiri Spitz drink.png]]&lt;br /&gt;
{{Anchor|Shakiri Spritz}}Shakiri Spritz&lt;br /&gt;
|45&lt;br /&gt;
|1 part Shakiri, 1 part Soda Water, 1 part Orange Juice&lt;br /&gt;
|A carbonated cocktail made from shakiri and orange juice with soda water.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crimson Hurricane Drink.png]]&lt;br /&gt;
{{Anchor|Crimson Hurricane}}&lt;br /&gt;
&lt;br /&gt;
Crimson Hurricane&lt;br /&gt;
|60&lt;br /&gt;
|1 part Shakiri, 2 parts Rum, 1 part Grenadine, 1 part Lime Juice&lt;br /&gt;
|A strong, citrusy cocktail of human origin, now with shakiri and kiri jelly for a delightfully sweet drink.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shakiri Rogers .png]]&lt;br /&gt;
{{Anchor|Shakiri Rogers}}&lt;br /&gt;
&lt;br /&gt;
Shakiri Rogers&lt;br /&gt;
|45&lt;br /&gt;
|1 part Shakiri, 5 parts Space Cola, 2 parts Ice&lt;br /&gt;
|A take on the classic Roy Rogers, with shakiri instead of grenadine. Sweet and refreshing.&lt;br /&gt;
|Results in 10u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dwarven Drinks==== &lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:200px;        |Drink&lt;br /&gt;
! style=&#039;background-color: #52D163&#039; width:64px;         |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: #52D163&#039;  |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blizzard_brew.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Blizzard Brew}}Blizzard Brew&lt;br /&gt;
|25&lt;br /&gt;
|1 part [[#Iced Beer|iced beer]], 1 part [[#Ice|Ice]], 1 part [[Guide_to_chemistry#cryogelidia|cryogelidia]]&lt;br /&gt;
|An ancient recipe. Served best chilled as much as dwarvenly possible.&lt;br /&gt;
|If overdosed (25 units) encases you in an ice block until it is out of your system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hippie_hooch.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Hippie Hooch}} Hippie Hooch&lt;br /&gt;
| -20&lt;br /&gt;
|1 part [[Guide_to_chemistry#Antihol|Antihol]], 3 parts [[#Crevice Spike| Crevice Spike]], 1 part earthsblood&lt;br /&gt;
|Peace and love! Under request of the HR department, this drink is sure to sober you up quickly.&lt;br /&gt;
|Rapidly sobers you up and purges alcohol from your system. Slowly heals toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Research_rum.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Research Rum}}Research Rum&lt;br /&gt;
|50&lt;br /&gt;
|2 parts [[#Banana Honk|Banana Honk]], 1 part [[Guide_to_chemistry#Neurine|Neurwhine]], 1 part [[#Grog|Grog]]&lt;br /&gt;
|Cooked up by dwarven scientists, this glowing pink brew is sure to supercharge your thinking. How? Science!&lt;br /&gt;
|Makes you have good ideas like a drunk scientist. Has no mechanical effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Golden_grog.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Golden Grog}}Golden Grog&lt;br /&gt;
|70&lt;br /&gt;
|10 parts [[#Goldschlager|Goldschlager]], 1 part gold, 1 part silver, 1 part [[Guide_to_chemistry#Cellulose|cellulose fibers]], 1 part [[Guide_to_chemistry#Spraytan|Spraytan]]&lt;br /&gt;
|A drink concocted by a dwarven Quartermaster who had too much time and money on his hands. Commonly ordered by influencers looking to flaunt their wealth.&lt;br /&gt;
|Results in 5 parts instead of 14&lt;br /&gt;
|-&lt;br /&gt;
![[File:Molten_mead.gif|64px]]&amp;lt;br&amp;gt;{{anchor|Molten Mead}}Molten Mead&lt;br /&gt;
|35&lt;br /&gt;
|2 parts condensed capsaicin, 2 parts [[#Mead|mead]], 1 part [[#Mauna Loa|Mauna Loa]]&lt;br /&gt;
|Famously known to set beards aflame. Ingest at your own risk!&lt;br /&gt;
|If overdosed (25 units) sets you on fire.&lt;br /&gt;
Results in 3 parts instead of 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Species-Specific Drinks===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #52D163&amp;quot; width:200px; | Drink&lt;br /&gt;
! style=&amp;quot;background-color: #52D163&amp;quot; width:64px; |Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color: #52D163&amp;quot; |Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color: #52D163&amp;quot; |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color: #52D163&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bloodshot.png|64px]]{{Anchor|Bloodshot}}Bloodshot&lt;br /&gt;
|20&lt;br /&gt;
|3 parts blood, 1 part [[#Bloody Mary|Bloody Mary]], 1 part sugar&lt;br /&gt;
|The history of the &#039;Bloodshot&#039; is based in a mix of flavor-neutral chems devised to help deliver nutrients to a Hemophage&#039;s tumorous organs. Due to the expense of the real thing and the clinical nature of it, this liquor has been designed as a &#039;improvised&#039; alternative; though, still tasting like a hangover cure. It smells like iron, giving a clue to the key ingredient.&lt;br /&gt;
|Regenerates your blood. Increases disgust for everyone but Hemophages, or those with low blood levels.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cold_scales_glass.png|64px]]&amp;lt;br&amp;gt;{{anchor|ColdScales}}Cold Scales&lt;br /&gt;
|50&lt;br /&gt;
|1 part [[#tea|tea]], 1 part slime jelly, 1 part [[#methol|methol]]&lt;br /&gt;
|A soft green drink that looks inviting!&lt;br /&gt;
|Increases disgust for all species but lizards.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Oildrum.gif|64px]]&amp;lt;br&amp;gt;{{anchor|OilDrum}}Oil Drum&lt;br /&gt;
|45&lt;br /&gt;
|1 part [[#ethanol|ethanol]], 1 part oil, 12 parts [[#champagne|champagne]]&lt;br /&gt;
|A gray can of booze and oil...&lt;br /&gt;
|Results in 3 &amp;lt;br&amp;gt; increases disgust for all species but synthetics.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nordking.gif|64px]]&amp;lt;br&amp;gt;{{anchor|NordKing}}Nord King&lt;br /&gt;
|50&lt;br /&gt;
|5 part [[#ethanol|ethanol]], 1 part honey, 10 parts [[#redmead|Red Mead]]&lt;br /&gt;
|A dripping keg of red mead.&lt;br /&gt;
|Results in 10 &amp;lt;br&amp;gt; Increases disgust for all species but humans or dwarves.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Velvetkiss.gif|64px]]&amp;lt;br&amp;gt;{{anchor|VelvetKiss}}Velvet Kiss&lt;br /&gt;
|10&lt;br /&gt;
|5 parts blood, 1 part [[#tea|tea]], 10 parts [[#wine|wine]]&lt;br /&gt;
|Red and white drink for the upper classes or undead.&lt;br /&gt;
| Results in 15 &amp;lt;br&amp;gt; Increases disgust for all species but zombies, vampires, hemophages and dullahan&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abductionfruit.gif|64px]]&amp;lt;br&amp;gt;{{anchor|AbductionFruit}}Abduction Fruit&lt;br /&gt;
|80&lt;br /&gt;
|10 parts [[#limejuice|lime juice]], 5 parts [[#strawberryjuice|strawberry juice]], 10 parts [[#watermelonjuice|watermelon juice]]&lt;br /&gt;
|Mixed fruits that were never ment to be mixed...&lt;br /&gt;
| Results in 3 &amp;lt;br&amp;gt; Increases disgust all species but abductors.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bugzapper.gif|64px]]&amp;lt;br&amp;gt;{{anchor|BugZapper}}Bug Zapper&lt;br /&gt;
| 5&lt;br /&gt;
|10 parts [[#Lemonjuice|Lemon Juice]], 1 part teslium, 10 parts copper&lt;br /&gt;
|An odd mix of copper, lemon juice and power meant for non-human consumption.&lt;br /&gt;
|Results in 20 &amp;lt;br&amp;gt; Increases disgust all species but insects, flypersons, and mothsmen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mushcrush.png|64px]]&amp;lt;br&amp;gt;{{anchor|MushCrush}}Mush Crush&lt;br /&gt;
|5&lt;br /&gt;
|10 parts iron, 5 parts ash, 10 parts coffee powder.&lt;br /&gt;
|Popular among people that want to grow their own food rather then drink the soil.&lt;br /&gt;
|Results in 10 &amp;lt;br&amp;gt; Increases disgust all species except plantpeople.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hollowbone.png|64px]]&amp;lt;br&amp;gt;{{anchor|HollowBone}}Hollow Bone&lt;br /&gt;
|15&lt;br /&gt;
|5 parts bone hurting juice, 10 parts [[#milk|milk]], 10 parts coconut milk&lt;br /&gt;
|Mixing of milk and bone hurting juice for enjoyment for rather skinny people.&lt;br /&gt;
|Results in 10 &amp;lt;br&amp;gt; Increases disgust all species except plasmamen and skeletons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Friskykitty.png|64px]]&amp;lt;br&amp;gt;{{anchor|FriskyKitty}}Frisky Kitty&lt;br /&gt;
|0&lt;br /&gt;
|1 part [[#catniptea|Catnip Tea]], 1 part [[#milk|milk]]&lt;br /&gt;
|Warm milk and some catnip.&lt;br /&gt;
|Must be heated to 296K (22.85C)&amp;lt;br&amp;gt; Increases disgust all species except anthromorphs and felinids&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jellwyrm.gif|64px]]&amp;lt;br&amp;gt;{{anchor|JellWyrm}}Jell Wyrm&lt;br /&gt;
|40&lt;br /&gt;
|1 part slime jelly, 1 part carpotoxin, 1 part carbon dioxide&lt;br /&gt;
|A bubbly drink that is rather inviting to those that don&#039;t know who it&#039;s meant for.&lt;br /&gt;
|Toxic drink to most species &amp;lt;br&amp;gt; results in 2 &amp;lt;br&amp;gt; must be heated to 333K (59.85C)&amp;lt;br&amp;gt; Increases disgust all species except jellypeople, slimepeople, and luminescents.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lavalspit.gif|64px]]&amp;lt;br&amp;gt;{{anchor|LavalSpit}}Laval Spit&lt;br /&gt;
|30&lt;br /&gt;
|5 parts iron, 10 parts [[#maunaloa|Mauna Loa]],5 parts sulfur&lt;br /&gt;
|Piping hot drink for those who can stomach the heat of lava.&lt;br /&gt;
|Must be heated to 900K (626.85C) &amp;lt;br&amp;gt; Increase disgust for all species except golems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Juice Cartons==&lt;br /&gt;
By using cardboard you can make and fill these cartons with 15 units of anything. Perfect for those precious little assistants.&lt;br /&gt;
&lt;br /&gt;
===[[File:Vendcola.gif|64px]] Junk Drinks===&lt;br /&gt;
If you feel like drinking something refreshing which has no alcohol or sugar in it, look for your closest [[Robust Softdrinks|Robust Softdrinks -vending machine]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #52D163&amp;quot; width:200px; |Drink&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color: #52D163&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_Cola.png|64px]]&amp;lt;br&amp;gt;{{anchor|Space Cola}}Space Cola&lt;br /&gt;
| 30u cola. In space. Reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_Mountain_Wind.png|64px]]&amp;lt;br&amp;gt;{{anchor|Space Mountain Wind}}Space Mountain Wind&lt;br /&gt;
|Blows right through you like a space wind. Shortens [[Status_Effects#Sleep|sleep]], reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dr_Gibb.png|64px]]&amp;lt;br&amp;gt;{{anchor|Dr. Gibb}}Dr. Gibb&lt;br /&gt;
|A delicious mixture of 42 different flavors. Reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Star-kist.png|64px]]&amp;lt;br&amp;gt;{{anchor|Star-kist}}Star-kist&lt;br /&gt;
|Made up of 15u Cola and 15u [[#Orange Juice|orange juice]]. The taste of a star in liquid form. And, a bit of tuna...?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space-Up.png|64px]]&amp;lt;br&amp;gt;{{anchor|Space-Up}}Space-Up&lt;br /&gt;
|Tastes like a hull breach in your mouth. Cools you down if overheated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Purple_can.png|64px]]&amp;lt;br&amp;gt;{{anchor|Pwr Game}}Pwr Game&lt;br /&gt;
|The only drink with the PWR that true gamers crave. Cools you down if overheated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon-Lime.png|64px]]&amp;lt;br&amp;gt;{{anchor|Lemon-Lime}}{{anchor|Lemon Lime}}{{anchor|Orange Soda}}Lemon-Lime&lt;br /&gt;
|You wanted ORANGE. It gave you 30u [[#Lemon-Lime|Lemon-Lime]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Canned_air.png|64px]]&amp;lt;br&amp;gt;{{anchor|Canned Air}}Canned air&lt;br /&gt;
|24u nitrogen and 6u oxygen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy_drink.png|64px]]&amp;lt;br&amp;gt;{{anchor|Grey Bull}}Grey Bull&lt;br /&gt;
|Grey Bull, it gives you gloves! Wakes you up, cools you down and makes you immune to electric shocks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey_energy.png|64px]]&amp;lt;br&amp;gt;{{anchor|Monkey Energy}}Monkey Energy&lt;br /&gt;
|Unleash the ape! Works as fuel for the [[#Grill|grill]] and increases your speed if you&#039;re a monkey. Contains 50u.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sol_dry_glass.gif|64px]]&amp;lt;br&amp;gt;Sol Dry&lt;br /&gt;
|30u Sol Dry. In space. Reduces [[Status_Effects#Disgust|disgust]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_cola_glass.gif|64px]]&amp;lt;br&amp;gt;{{Anchor|Root Beer}}Two-Time Root Beer&lt;br /&gt;
|Drastically improves your fire rate with guns while it&#039;s in your system, while making you dizzy and jittery. When it leaves your system, deals stamina damage and makes you drowsy proportional to how long you had it in your system.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Vendcoffee.gif|64x64px]] Hot Drinks===&lt;br /&gt;
If you feel like you want to be warmer, find a [[Hot Drinks Machine|Hot Drinks Machine -vending machine]]. Consuming before entering a cryochamber is not advised; consuming before entering [[space]] is a good idea if you lack a space suit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;background-color:#E3F7E6;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #52D163;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #52D163&amp;quot; width:200px; |Drink&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color: #52D163&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Robust_Coffee.png|64px]]&amp;lt;br&amp;gt;{{anchor|Robust Coffee}}Robust Coffee&lt;br /&gt;
|Careful, the beverage you&#039;re about to enjoy is extremely hot.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Duke_Purple_Tea.png|64px]]&amp;lt;br&amp;gt;{{anchor|Duke Purple Tea}}Duke Purple Tea&lt;br /&gt;
|An insult to Duke Purple is an insult to the Space Queen! Any proper gentleman will fight you, if you sully this tea.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Duke_Purple_Tea.png|64px]]&amp;lt;br&amp;gt;{{anchor|Dutch Hot Coco}}Dutch Hot Coco&lt;br /&gt;
|Contains hot coco and sugar. Made in Space South America. Hot coco heats you up if cold and has 20% chance per tick to heal 1 brute damage in a random body part. Hot coco can also be made on the station from 5 parts [[#Milk|milk]] and 1 part cocoa heated to 320K.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Cafelatteglass.gif&amp;diff=10059</id>
		<title>File:Cafelatteglass.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Cafelatteglass.gif&amp;diff=10059"/>
		<updated>2026-08-04T00:40:20Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Import from /TG/&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_Ordnance&amp;diff=10058</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_Ordnance&amp;diff=10058"/>
		<updated>2026-08-04T00:30:18Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: /* Other tools of the trade */ same as last&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Science Dept header}}&lt;br /&gt;
Toxins or &#039;&#039;Ordnance&#039;&#039; is an area in the science wing, usually split up into the an office, storage area, laboratory, and launch area. The scientists in this wing are responsible for safely completing explosive experiments, creating discounts, research points, and credits for the research department. For more nefarious individuals, the ordnance lab presents the opportunity for almost unrivaled destruction through the use of bombs or the deployment of dangerous gasses, &#039;&#039;&#039;make sure to read the [[Rules|rules]] and Ahelp before blowing up or plasmaflooding any part of the station.&#039;&#039;&#039;&lt;br /&gt;
= Experiments =&lt;br /&gt;
&lt;br /&gt;
There are currently 9 &#039;&#039;&#039;experiments&#039;&#039;&#039; you can complete with help of the toxins lab, which can all be found by downloading the NT frontier app on your tablet or modular computer. Completing any of these experiments rewards you with research points, as well as money for the department funds. The exact amount depends on the tier and partner selected, higher tiers reward more, and some partners will reward more funding, while others will reward more points. Finally, some tech options are heavily discounted when completing certain experiments:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gas Shells&#039;&#039;&#039; provides a discount of 80 points on Controlled Plasma&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nitrous Oxide Gas Shells&#039;&#039;&#039; provides a discount of 120 points on Fusion&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BZ Gas Shells&#039;&#039;&#039; provides a discount of 160 points on Experimental Tools&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hyper-noblium Gas Shells&#039;&#039;&#039; provides a discount of 200 points on Rapid Construction Device Upgrades&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NT Frontier ===&lt;br /&gt;
NT Frontier is an application found on the purple disk in the ordnance lab, as well as on the software hub. This applicaiton is used to publish papers, see which papers have already been published, and see which experiments are available and what their requirements are. To publish a paper, you first need a data file gathered by either the tank compressor, or tachyon-doppler array. Once you have downloaded a data file from a portable disk, you can use the &amp;quot;publish papers&amp;quot; tab to complete one of the available experiments. First fill out all the empty boxes with a relevant title, your name, and optionally an abstract of what you did (or just fill in random nonsense). Next select your data file, and the type and tier of experiment you want to complete, followed by which partner you wish to publish it too. Publishing a paper rewards science with research points, credits for the budget, and any related discounts. The exact reward depends on the type and tier of the experiment, and which partner was chosen.&lt;br /&gt;
&lt;br /&gt;
=== Tank Compressor ===&lt;br /&gt;
&lt;br /&gt;
The tank compressor, found in the toxins launch room, is the device used for &#039;&#039;&#039;Gas Shell&#039;&#039;&#039; type experiments, as well as compressing hot gas into a tank above what the release valve on a canister can achieve. This device has an input port for the gasses that will be compressed into the tank, a slot inside of it for the tank you wish to fill, and an output gas for retrieving any of the gasses inside of the tank at the moment it ruptures. When using the tank compressor for gas shell experiments, you will want to rapidly pump in gas to the tank to the point the tank either starts leaking, or fails dramatically and explodes. In the case of the former happening, the compressor will indicate a LEAK HAZARD and the tank will slowly drain its contents, removal of the tank will make the experiment data availalbe, but removal before it is empty will result in the contents being freed into the room. If the tank explodes, it will simply cease to exist, and the experiment data will become available in the second tab of the machine. When using the machine to compress gas for use in explosive tests, take care not to exceed 2600 kPa, or the tank will become stuck in the machine.&lt;br /&gt;
&lt;br /&gt;
=== Tachyon-Doppler Array ===&lt;br /&gt;
The Tachyon-Doppler Array records the specifics of any explosion in front of it, spitting out a wall of text as well as producing a data file for use in NT frontier. The array will give the theoretical size of an explosion, which is the value used in NT Frontier. The array also notes the possible cause(s) of the explosion, which decides for which experiment the data is eligble.&lt;br /&gt;
&lt;br /&gt;
===[[File:Implosion_compressor.gif]]Anomaly Refinery ===&lt;br /&gt;
The Anomaly refinery, found in the toxins launch room, is used to refine raw anomaly cores into their usable counterpart. To refine a core, simply put the raw core in the machine with a tank transfer valve bomb and press the implode button, the size of the required explosion starts at 4, and increases with each core of the same type you refine. This machine can also be used to simulate exploding a TTV without actually doing it, making it useful for improving your bomb mixes.&lt;br /&gt;
&lt;br /&gt;
=== Other tools of the trade===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#eddaed&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white; text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#a06da0; width:125px;&#039;     |Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#a06da0;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rpd.png|48px]]&amp;lt;br&amp;gt;Rapid Pipe Dispenser&lt;br /&gt;
|Used to place and remove pipes, be careful of layers and colours.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Explosivebombthatgoesboom.png|48px|class=pixelart]]&amp;lt;br&amp;gt;Tank Transfer Valve&lt;br /&gt;
|Used to blow things up. Connect two tanks to it, and a device to set it off (timer, signaler, etc.). Mixes the contents of the tanks and does 2 ticks of reaction before returning an explosion (or dud).&lt;br /&gt;
|-&lt;br /&gt;
![[file:Holofan.gif|48px]]&amp;lt;br&amp;gt;ATMOS holofan projector&lt;br /&gt;
|holofan holo woosh woosh&lt;br /&gt;
|-&lt;br /&gt;
![[File:Canister.png|48x48px]]&amp;lt;br&amp;gt;Canister&lt;br /&gt;
| When new and before use, or when almost fully emptied, a label can be selected from its interface. Has an option to turn on shielding for use with high temperatures/pressures.&lt;br /&gt;
|-&lt;br /&gt;
![[file:PortablePump.png|48px]]&amp;lt;br&amp;gt;Portable Pump&lt;br /&gt;
|Will pump gasses from itself and connected connectors into a tank, useful for filling tanks with gasses up to 2533 kPa. Does not do well in high temperatures.&lt;br /&gt;
|-&lt;br /&gt;
![[file:PortableScrubber.gif|48px]]&amp;lt;br&amp;gt;Portable Scrubber&lt;br /&gt;
|Will remove specified gasses from the environment or attached tank, useful for emptying tanks or cleaning up gas spills.Does not do well in high temperatures.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Freezer.gif|48px]]&amp;lt;br&amp;gt;Freezer/Heater&lt;br /&gt;
|Will cool/heat any gasses in the connected pipes. You will want more of these.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
See also:&lt;br /&gt;
[[File:PortablePump.png|64px]] &#039;&#039;&#039;[[Atmospherics items]]&#039;&#039;&#039;&lt;br /&gt;
[[File:Canister.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Creating gasses, ordnance edition=&lt;br /&gt;
&lt;br /&gt;
===[[file:BZ_canister.png ]] BZ Formation  ===&lt;br /&gt;
For both the BZ Gas shell experiment and for the efficient formation of hyper-noblium, you will need BZ Gas. Thankfully, the ordnance lab comes equipped with a freezer chamber suited to do just this. BZ is the product of a reaction between two mol of plasma and one mol of nitrous oxide, this reaction happens fastest at lower pressures. We will modify the freezer chamber to be fed directly by a gas mixer, fed by one plasma canister, and one nitrous oxide canister. The node with the plasma canister should be set 67%, leaving the other node at 33%, the pressure should be maximized. Next, use the unlocked air alarm on the freezer chamber wall to set the scrubber inside of the chamber to scrub BZ at extended range, and turn it on. Lastly, connect a CO2 or Plasma canister to the cooling port on the side off the freezer, and turn on the thermomachine at the lowest temperature. To start the formation, use the computer console, select the freezer chamber, and change the input to 1l/s before turning it on. The plasma/nitrous oxide mixture will now trickle in, slowly forming BZ, connect a canister or small pump to the output to collect your finished BZ.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[file:Tritium.png ]] Tritium ===&lt;br /&gt;
&lt;br /&gt;
A number of experiments require tritium. Tritium is created by reacting oxygen and plasma at a ratio above 97:1 (preferably as high as possible). To do this we will use the burn chamber convienently provided to us in the ordnance mixing chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initial Piping&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leave the input loop (black loop connected to the injector) alone, as it suits our needs for now. Modify the the red (output) loop by adding a cooler to it, you can move a cooler by screwing the panel open and then right clicking it with a wrench, left click rotates the cooler. Also add a connector and an empty, shielded canister. Next acquire a firesuit, open the outer doors blast doors to expose space, and enter the airlock. &#039;&#039;&#039;Important note: Opening the blast doors to space may be needed to properly connect all scrubbers, but means you&#039;ll take damage because of the cold, drink coffee to prevent this. Additionally, make sure to turn off the scrubber on icebox before opening the blast doors, to prevent co2 from entering the loop from outside &#039;&#039;&#039;. Add four additional scrubbers to the red loop. You may need to walk around the outside of the burn chamber to connect all the scrubbers, once this is done head back inside.&lt;br /&gt;
&lt;br /&gt;
Use the air alarm next to the burn chamber, and set all scrubbers to extended range. Set the scrubbers connected to the red line to scrub tritium, and turn them all on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Scrubber Setup (Click to reveal image)&amp;quot; collapsed&amp;gt;&lt;br /&gt;
[[File:Toxins scrubbersetup1.PNG|512px|Scrubber setup]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, maximise the red output pump, and turn the input pipe to 500 kPA (you can experiment with this pressure to see what gives you the best yield) and turn both pumps on. Move over to the large oxygen tank, and add a plasma canister onto one of the mixers, initially set this mixer to take 5% from the side node, we will increase this number up to 40% as the burn progresses. Turn on both mixers at 4500kPa, and set the mixer not in use to take 100% from the main node. Open all the valves on the way to the burn chamber, and double check if you&#039;ve missed anything before you start the burn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;width:60%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Meta&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Toxins piping1 meta.png|512px|Piping setup on Meta]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritium production&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now that the chamber is ready, you can use the control console to turn on the injector at 200l/s. Make sure to hit the igniter button on the side of the chamber to start the reaction, then move to the console to monitor the burn. The plasma present in the chamber will quickly burn off, leaving a low concentration (below 1%) in the burn chamber. At this point, tritium will start forming and you can move back to the gas mixer to increase the amount of plasma in the mixture to 40%. You should see the pressure and amount of mol in the output canister slowly go up as the burn goes on. If you are not statisfied with the amount of tiritum produced, simply replace the plasma canister as it starts to run out.&lt;br /&gt;
&lt;br /&gt;
===[[file:Hypernoblium_canister.png]] Hyper-Noblium Gas===&lt;br /&gt;
&lt;br /&gt;
Hyper-Noblium is a gas created by mixing nitrogen and tritium at below 15 kelvin. This reaction creates a large amount of heat, which can be reduced by adding BZ (BZ will not be consumed if used this way). In addition to lowering the heat released, BZ will also reduce the amount of tritium consumed, it is recommended to have several thousand mol of this if possible. The simplest way of creating Hyper-Noblium is by making all the necessary gasses react in a pipe loop. Place down a gas filter in a location with enough space and add a connector to the output, set this filter to remove Hyper-Noblium. Now add a loop of pipes to connect the output of the filter to the input, it is helpful to use a different colour to make sure this pipe doesn&#039;t connect to any other pipes in ordnance. Now hook up a thermomachine to the loop, making sure it has tier 3 parts (so it can reach below 15 kelvin), Set this to the lowest temperature and turn it on. Last, add a volume pump hooked up to a connector to input gasses into your newly created loop (You can use two or three if you don&#039;t want to contaminate the canisters you use to input gas). Dump both tanks of nitrogen, and any and all BZ you have managed to produce into this loop, followed by a small amount ( around 150-200 mol should be plenty for the highest level noblium shells) of tritium. Once all of this has cooled down, Hyper-Noblium will start pouring out of the filter, you can connect this immediately to a portable pump for the gas shells experiment.&lt;br /&gt;
[[File:Toxins_hypnob1.png|512px|frame|Right|Hyper-Noblium loop]]&lt;br /&gt;
&lt;br /&gt;
The formation of hyper-noblium can be used in the production of bombs, as well. Unlike most bombs, this type requires two cold tanks, the temperature of which should not exceed 15K when combined. Fill one tank with tritium, and the other with ten times as much nitrogen. When mixed these gasses will form hyper-noblium. Without BZ to lower it, enough energy is released to make a sizable explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reactionless Explosives===&lt;br /&gt;
Reactionless explosives depend on a difference in heat capacity of two different types of gasses in separate tanks. One tank is filled with a hot gas with a high heat capactiy, while the other is filled with a cold gas with a low heat capacity. When the contents are mixed by opening a tank transfer valve, the temperature between these gasses equalizes, but the amount of energy needed to heat up the cold gas is far smaller than the amount of energy needed to lower the temperature of the hot gas, resulting in a very high end temperature, this in turn causes a high pressure and an explosion.&lt;br /&gt;
&lt;br /&gt;
To achieve this, we can simply transfer oxygen or nitrogen into a portable pump, which we then cool and pump into a tank, making up the cold portion of our bomb. Oxygen and nitrogen work fine for this, although the highest tier of this experiment is only achievable with [[Guide_to_Atmospherics#Atmospherics_201:_Further_theory_and_Gases|Anti-Noblium]]. For the hot part of the mixture we first need a source of energy, to this end, we use a gas mixer to fill an empty canister with 70% plasma, and 30% oxygen, higher pressures will achieve higher end temperatures, but only slight changes in explosive radius, so we will only pressurize the canister to 1000 kPa. Next, make sure to &#039;&#039;&#039;shield the burn mixture canister&#039;&#039;&#039;, before heating it to at least 473.15 kelvin with a thermomachine, and then disconnect it. This mixture in this &amp;quot;sun can&amp;quot; will slowly burn up, increasing the temperature of the canister. While waiting for the sun can to finish burning, fill another canister with approximately 5 mol of either plasma, or hyper-noblium for the best results, &#039;&#039;&#039;do not forget to shield this can either&#039;&#039;&#039;. Use your RPD to connect two connectors with a heat transfer pump, and proceed to use it to transfer the thermal energy of our sun can into our new canister. To put our hot gas into a handheld tank for our bomb, you can either directly connect it to the canister, or use the tank compressor to reach a much higher pressure, just make sure to reconstruct the tank compressor beforehand to flush its internal gas buffer.&lt;br /&gt;
&lt;br /&gt;
Now simply construct a bomb from these two tanks using a tank transfer valve, and &amp;lt;s&amp;gt;acidentally blow yourself up&amp;lt;/s&amp;gt; reap the results.&lt;br /&gt;
&lt;br /&gt;
=== Tritium/Hydrogen explosives ===&lt;br /&gt;
&lt;br /&gt;
Tritium (hydrogen works in the exact same way) reacts with oxygen at temperatures over 493.15 K (100°C), forming one mol of water vapour for every two mol of tritium and one mol of oxygen consumed. This reaction releases a large amount of heat (2e8 joules per mol of tritium consumed), making it one of the best candidates for high-yield explosives. The amount of energy released is directly proportional to the amount of tritium consumed, so for a large explosive the goal is to maximize this number. The amount of tritium consumed depends on the amount of oxygen present when the reaction occurs; at most half the tritium present can be consumed per reaction tick, which only occurs if there is ten times as much oxygen (or higher) present. After the gas in a TTV mixes there are generally two useful ticks before the explosive power of the bomb is calculated and the bomb detonates, to get the most energy out of our mix, we want the mixture in the second tick to be exactly 10:1 O2:tritium. The magic number that makes this happen is a mix with 12.85% tritium, and the remaining 87.15% oxygen, both mixed in the cold tank(about 325 kPa tritium, followed by maxing out the tank with 2533 kPa Oxygen). It is important to check if your burn mixture will actually reach the right temperature when mixed with your hot tank before you attempt the toxins test, you can use the anomaly refinery to simulate the tank mixing to see if this is the case. Keep in mind that hyper-noblium does not stop reactions when used in amounts under 5 mol, and can thus be safely used in the hot tank.&lt;br /&gt;
&lt;br /&gt;
===[[file:Halon_canister.png]]Halon Gas===&lt;br /&gt;
&lt;br /&gt;
Halon is created when a mixture of CO2 and N2O comes into contact with an electrolyzer at temperatures below 230K, the rate at which CO2 and N2O are consumed is 2:1. Procure an electrolyzer board either from engineering, or from an unidentified lathe in RnD, as well as an atmos holofan. Construct the electrolyzer and make sure to place a full power cell into it. Prevent any gasses escaping from the freezer chamber with the holofan, and then simply place the electrolyzer in the freezer chamber and turn it on. Make sure the cooling loop is working, and then fill the chamber with CO2 and N2O, and configure the scrubber to extract halon. There should be no problem using the freezer after having used it for BZ, since the setup only requires minor changes.&lt;br /&gt;
&lt;br /&gt;
=So you&#039;re a traitor=&lt;br /&gt;
&lt;br /&gt;
Along with all the [[Guide to xenobiology|other]] [[research items|things]] you have access to in science, the awesome destructive power of ordnance is also at your fingertips! If for whatever [[Blob|reason you need to blow up an entire department]] or just a single room containing a [[Captain|target]], any of the bomb described above should do the trick. Just make sure you&#039;ve cleared whatever your plan is with the admins first, if it involves toxins, they&#039;ll want to know. Some tips:&lt;br /&gt;
*Any bomb you make is going to be subject to the bomb maxcap, meaning the total radius can&#039;t exceed 20 tiles. This means that any effort making bombs larger than this is wasted.&lt;br /&gt;
*A simple mix of superheated plasma in the hot tank, and oxygen in the cold tank is usually enough to create a maxcap without the need for any complicated time consuming setup.&lt;br /&gt;
*Nitrium is a gas that can be made in ordnance, Increasing your movement speed when inhaled. This effect stacks with other speed buffs like meth.&lt;br /&gt;
*N2O puts people to sleep, and Plasma causes fire, both of these things can be useful. Make sure to relabel the can to O2 or AIR to avoid suspicion.&lt;br /&gt;
*Blowing up a corpse in the test site is a surefire way to gib them, although you might draw some attention if an engineer flies by and notices all the guts...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides|&lt;br /&gt;
color = #A06DA0}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_Ordnance&amp;diff=10057</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_Ordnance&amp;diff=10057"/>
		<updated>2026-08-04T00:28:26Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: /* File:Canisters.gifCreating gasses, ordnance edition */ Fixed image, that was unreachable, can&amp;#039;t find on /TG/ thus unlikely to exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Science Dept header}}&lt;br /&gt;
Toxins or &#039;&#039;Ordnance&#039;&#039; is an area in the science wing, usually split up into the an office, storage area, laboratory, and launch area. The scientists in this wing are responsible for safely completing explosive experiments, creating discounts, research points, and credits for the research department. For more nefarious individuals, the ordnance lab presents the opportunity for almost unrivaled destruction through the use of bombs or the deployment of dangerous gasses, &#039;&#039;&#039;make sure to read the [[Rules|rules]] and Ahelp before blowing up or plasmaflooding any part of the station.&#039;&#039;&#039;&lt;br /&gt;
= Experiments =&lt;br /&gt;
&lt;br /&gt;
There are currently 9 &#039;&#039;&#039;experiments&#039;&#039;&#039; you can complete with help of the toxins lab, which can all be found by downloading the NT frontier app on your tablet or modular computer. Completing any of these experiments rewards you with research points, as well as money for the department funds. The exact amount depends on the tier and partner selected, higher tiers reward more, and some partners will reward more funding, while others will reward more points. Finally, some tech options are heavily discounted when completing certain experiments:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gas Shells&#039;&#039;&#039; provides a discount of 80 points on Controlled Plasma&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nitrous Oxide Gas Shells&#039;&#039;&#039; provides a discount of 120 points on Fusion&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BZ Gas Shells&#039;&#039;&#039; provides a discount of 160 points on Experimental Tools&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hyper-noblium Gas Shells&#039;&#039;&#039; provides a discount of 200 points on Rapid Construction Device Upgrades&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NT Frontier ===&lt;br /&gt;
NT Frontier is an application found on the purple disk in the ordnance lab, as well as on the software hub. This applicaiton is used to publish papers, see which papers have already been published, and see which experiments are available and what their requirements are. To publish a paper, you first need a data file gathered by either the tank compressor, or tachyon-doppler array. Once you have downloaded a data file from a portable disk, you can use the &amp;quot;publish papers&amp;quot; tab to complete one of the available experiments. First fill out all the empty boxes with a relevant title, your name, and optionally an abstract of what you did (or just fill in random nonsense). Next select your data file, and the type and tier of experiment you want to complete, followed by which partner you wish to publish it too. Publishing a paper rewards science with research points, credits for the budget, and any related discounts. The exact reward depends on the type and tier of the experiment, and which partner was chosen.&lt;br /&gt;
&lt;br /&gt;
=== Tank Compressor ===&lt;br /&gt;
&lt;br /&gt;
The tank compressor, found in the toxins launch room, is the device used for &#039;&#039;&#039;Gas Shell&#039;&#039;&#039; type experiments, as well as compressing hot gas into a tank above what the release valve on a canister can achieve. This device has an input port for the gasses that will be compressed into the tank, a slot inside of it for the tank you wish to fill, and an output gas for retrieving any of the gasses inside of the tank at the moment it ruptures. When using the tank compressor for gas shell experiments, you will want to rapidly pump in gas to the tank to the point the tank either starts leaking, or fails dramatically and explodes. In the case of the former happening, the compressor will indicate a LEAK HAZARD and the tank will slowly drain its contents, removal of the tank will make the experiment data availalbe, but removal before it is empty will result in the contents being freed into the room. If the tank explodes, it will simply cease to exist, and the experiment data will become available in the second tab of the machine. When using the machine to compress gas for use in explosive tests, take care not to exceed 2600 kPa, or the tank will become stuck in the machine.&lt;br /&gt;
&lt;br /&gt;
=== Tachyon-Doppler Array ===&lt;br /&gt;
The Tachyon-Doppler Array records the specifics of any explosion in front of it, spitting out a wall of text as well as producing a data file for use in NT frontier. The array will give the theoretical size of an explosion, which is the value used in NT Frontier. The array also notes the possible cause(s) of the explosion, which decides for which experiment the data is eligble.&lt;br /&gt;
&lt;br /&gt;
===[[File:Implosion_compressor.gif]]Anomaly Refinery ===&lt;br /&gt;
The Anomaly refinery, found in the toxins launch room, is used to refine raw anomaly cores into their usable counterpart. To refine a core, simply put the raw core in the machine with a tank transfer valve bomb and press the implode button, the size of the required explosion starts at 4, and increases with each core of the same type you refine. This machine can also be used to simulate exploding a TTV without actually doing it, making it useful for improving your bomb mixes.&lt;br /&gt;
&lt;br /&gt;
=== Other tools of the trade===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#eddaed&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white; text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#a06da0; width:125px;&#039;     |Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#a06da0;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rpd.png|48px]]&amp;lt;br&amp;gt;Rapid Pipe Dispenser&lt;br /&gt;
|Used to place and remove pipes, be careful of layers and colours.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Explosivebombthatgoesboom.png|48px|class=pixelart]]&amp;lt;br&amp;gt;Tank Transfer Valve&lt;br /&gt;
|Used to blow things up. Connect two tanks to it, and a device to set it off (timer, signaler, etc.). Mixes the contents of the tanks and does 2 ticks of reaction before returning an explosion (or dud).&lt;br /&gt;
|-&lt;br /&gt;
![[file:Holofan.gif|48px]]&amp;lt;br&amp;gt;ATMOS holofan projector&lt;br /&gt;
|holofan holo woosh woosh&lt;br /&gt;
|-&lt;br /&gt;
![[file:Canisters.gif|48px]]&amp;lt;br&amp;gt;Canister&lt;br /&gt;
| When new and before use, or when almost fully emptied, a label can be selected from its interface. Has an option to turn on shielding for use with high temperatures/pressures.&lt;br /&gt;
|-&lt;br /&gt;
![[file:PortablePump.png|48px]]&amp;lt;br&amp;gt;Portable Pump&lt;br /&gt;
|Will pump gasses from itself and connected connectors into a tank, useful for filling tanks with gasses up to 2533 kPa. Does not do well in high temperatures.&lt;br /&gt;
|-&lt;br /&gt;
![[file:PortableScrubber.gif|48px]]&amp;lt;br&amp;gt;Portable Scrubber&lt;br /&gt;
|Will remove specified gasses from the environment or attached tank, useful for emptying tanks or cleaning up gas spills.Does not do well in high temperatures.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Freezer.gif|48px]]&amp;lt;br&amp;gt;Freezer/Heater&lt;br /&gt;
|Will cool/heat any gasses in the connected pipes. You will want more of these.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
See also:&lt;br /&gt;
[[File:PortablePump.png|64px]] &#039;&#039;&#039;[[Atmospherics items]]&#039;&#039;&#039;&lt;br /&gt;
[[File:Canister.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Creating gasses, ordnance edition=&lt;br /&gt;
&lt;br /&gt;
===[[file:BZ_canister.png ]] BZ Formation  ===&lt;br /&gt;
For both the BZ Gas shell experiment and for the efficient formation of hyper-noblium, you will need BZ Gas. Thankfully, the ordnance lab comes equipped with a freezer chamber suited to do just this. BZ is the product of a reaction between two mol of plasma and one mol of nitrous oxide, this reaction happens fastest at lower pressures. We will modify the freezer chamber to be fed directly by a gas mixer, fed by one plasma canister, and one nitrous oxide canister. The node with the plasma canister should be set 67%, leaving the other node at 33%, the pressure should be maximized. Next, use the unlocked air alarm on the freezer chamber wall to set the scrubber inside of the chamber to scrub BZ at extended range, and turn it on. Lastly, connect a CO2 or Plasma canister to the cooling port on the side off the freezer, and turn on the thermomachine at the lowest temperature. To start the formation, use the computer console, select the freezer chamber, and change the input to 1l/s before turning it on. The plasma/nitrous oxide mixture will now trickle in, slowly forming BZ, connect a canister or small pump to the output to collect your finished BZ.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[file:Tritium.png ]] Tritium ===&lt;br /&gt;
&lt;br /&gt;
A number of experiments require tritium. Tritium is created by reacting oxygen and plasma at a ratio above 97:1 (preferably as high as possible). To do this we will use the burn chamber convienently provided to us in the ordnance mixing chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initial Piping&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leave the input loop (black loop connected to the injector) alone, as it suits our needs for now. Modify the the red (output) loop by adding a cooler to it, you can move a cooler by screwing the panel open and then right clicking it with a wrench, left click rotates the cooler. Also add a connector and an empty, shielded canister. Next acquire a firesuit, open the outer doors blast doors to expose space, and enter the airlock. &#039;&#039;&#039;Important note: Opening the blast doors to space may be needed to properly connect all scrubbers, but means you&#039;ll take damage because of the cold, drink coffee to prevent this. Additionally, make sure to turn off the scrubber on icebox before opening the blast doors, to prevent co2 from entering the loop from outside &#039;&#039;&#039;. Add four additional scrubbers to the red loop. You may need to walk around the outside of the burn chamber to connect all the scrubbers, once this is done head back inside.&lt;br /&gt;
&lt;br /&gt;
Use the air alarm next to the burn chamber, and set all scrubbers to extended range. Set the scrubbers connected to the red line to scrub tritium, and turn them all on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Scrubber Setup (Click to reveal image)&amp;quot; collapsed&amp;gt;&lt;br /&gt;
[[File:Toxins scrubbersetup1.PNG|512px|Scrubber setup]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, maximise the red output pump, and turn the input pipe to 500 kPA (you can experiment with this pressure to see what gives you the best yield) and turn both pumps on. Move over to the large oxygen tank, and add a plasma canister onto one of the mixers, initially set this mixer to take 5% from the side node, we will increase this number up to 40% as the burn progresses. Turn on both mixers at 4500kPa, and set the mixer not in use to take 100% from the main node. Open all the valves on the way to the burn chamber, and double check if you&#039;ve missed anything before you start the burn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;width:60%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Meta&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Toxins piping1 meta.png|512px|Piping setup on Meta]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritium production&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now that the chamber is ready, you can use the control console to turn on the injector at 200l/s. Make sure to hit the igniter button on the side of the chamber to start the reaction, then move to the console to monitor the burn. The plasma present in the chamber will quickly burn off, leaving a low concentration (below 1%) in the burn chamber. At this point, tritium will start forming and you can move back to the gas mixer to increase the amount of plasma in the mixture to 40%. You should see the pressure and amount of mol in the output canister slowly go up as the burn goes on. If you are not statisfied with the amount of tiritum produced, simply replace the plasma canister as it starts to run out.&lt;br /&gt;
&lt;br /&gt;
===[[file:Hypernoblium_canister.png]] Hyper-Noblium Gas===&lt;br /&gt;
&lt;br /&gt;
Hyper-Noblium is a gas created by mixing nitrogen and tritium at below 15 kelvin. This reaction creates a large amount of heat, which can be reduced by adding BZ (BZ will not be consumed if used this way). In addition to lowering the heat released, BZ will also reduce the amount of tritium consumed, it is recommended to have several thousand mol of this if possible. The simplest way of creating Hyper-Noblium is by making all the necessary gasses react in a pipe loop. Place down a gas filter in a location with enough space and add a connector to the output, set this filter to remove Hyper-Noblium. Now add a loop of pipes to connect the output of the filter to the input, it is helpful to use a different colour to make sure this pipe doesn&#039;t connect to any other pipes in ordnance. Now hook up a thermomachine to the loop, making sure it has tier 3 parts (so it can reach below 15 kelvin), Set this to the lowest temperature and turn it on. Last, add a volume pump hooked up to a connector to input gasses into your newly created loop (You can use two or three if you don&#039;t want to contaminate the canisters you use to input gas). Dump both tanks of nitrogen, and any and all BZ you have managed to produce into this loop, followed by a small amount ( around 150-200 mol should be plenty for the highest level noblium shells) of tritium. Once all of this has cooled down, Hyper-Noblium will start pouring out of the filter, you can connect this immediately to a portable pump for the gas shells experiment.&lt;br /&gt;
[[File:Toxins_hypnob1.png|512px|frame|Right|Hyper-Noblium loop]]&lt;br /&gt;
&lt;br /&gt;
The formation of hyper-noblium can be used in the production of bombs, as well. Unlike most bombs, this type requires two cold tanks, the temperature of which should not exceed 15K when combined. Fill one tank with tritium, and the other with ten times as much nitrogen. When mixed these gasses will form hyper-noblium. Without BZ to lower it, enough energy is released to make a sizable explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reactionless Explosives===&lt;br /&gt;
Reactionless explosives depend on a difference in heat capacity of two different types of gasses in separate tanks. One tank is filled with a hot gas with a high heat capactiy, while the other is filled with a cold gas with a low heat capacity. When the contents are mixed by opening a tank transfer valve, the temperature between these gasses equalizes, but the amount of energy needed to heat up the cold gas is far smaller than the amount of energy needed to lower the temperature of the hot gas, resulting in a very high end temperature, this in turn causes a high pressure and an explosion.&lt;br /&gt;
&lt;br /&gt;
To achieve this, we can simply transfer oxygen or nitrogen into a portable pump, which we then cool and pump into a tank, making up the cold portion of our bomb. Oxygen and nitrogen work fine for this, although the highest tier of this experiment is only achievable with [[Guide_to_Atmospherics#Atmospherics_201:_Further_theory_and_Gases|Anti-Noblium]]. For the hot part of the mixture we first need a source of energy, to this end, we use a gas mixer to fill an empty canister with 70% plasma, and 30% oxygen, higher pressures will achieve higher end temperatures, but only slight changes in explosive radius, so we will only pressurize the canister to 1000 kPa. Next, make sure to &#039;&#039;&#039;shield the burn mixture canister&#039;&#039;&#039;, before heating it to at least 473.15 kelvin with a thermomachine, and then disconnect it. This mixture in this &amp;quot;sun can&amp;quot; will slowly burn up, increasing the temperature of the canister. While waiting for the sun can to finish burning, fill another canister with approximately 5 mol of either plasma, or hyper-noblium for the best results, &#039;&#039;&#039;do not forget to shield this can either&#039;&#039;&#039;. Use your RPD to connect two connectors with a heat transfer pump, and proceed to use it to transfer the thermal energy of our sun can into our new canister. To put our hot gas into a handheld tank for our bomb, you can either directly connect it to the canister, or use the tank compressor to reach a much higher pressure, just make sure to reconstruct the tank compressor beforehand to flush its internal gas buffer.&lt;br /&gt;
&lt;br /&gt;
Now simply construct a bomb from these two tanks using a tank transfer valve, and &amp;lt;s&amp;gt;acidentally blow yourself up&amp;lt;/s&amp;gt; reap the results.&lt;br /&gt;
&lt;br /&gt;
=== Tritium/Hydrogen explosives ===&lt;br /&gt;
&lt;br /&gt;
Tritium (hydrogen works in the exact same way) reacts with oxygen at temperatures over 493.15 K (100°C), forming one mol of water vapour for every two mol of tritium and one mol of oxygen consumed. This reaction releases a large amount of heat (2e8 joules per mol of tritium consumed), making it one of the best candidates for high-yield explosives. The amount of energy released is directly proportional to the amount of tritium consumed, so for a large explosive the goal is to maximize this number. The amount of tritium consumed depends on the amount of oxygen present when the reaction occurs; at most half the tritium present can be consumed per reaction tick, which only occurs if there is ten times as much oxygen (or higher) present. After the gas in a TTV mixes there are generally two useful ticks before the explosive power of the bomb is calculated and the bomb detonates, to get the most energy out of our mix, we want the mixture in the second tick to be exactly 10:1 O2:tritium. The magic number that makes this happen is a mix with 12.85% tritium, and the remaining 87.15% oxygen, both mixed in the cold tank(about 325 kPa tritium, followed by maxing out the tank with 2533 kPa Oxygen). It is important to check if your burn mixture will actually reach the right temperature when mixed with your hot tank before you attempt the toxins test, you can use the anomaly refinery to simulate the tank mixing to see if this is the case. Keep in mind that hyper-noblium does not stop reactions when used in amounts under 5 mol, and can thus be safely used in the hot tank.&lt;br /&gt;
&lt;br /&gt;
===[[file:Halon_canister.png]]Halon Gas===&lt;br /&gt;
&lt;br /&gt;
Halon is created when a mixture of CO2 and N2O comes into contact with an electrolyzer at temperatures below 230K, the rate at which CO2 and N2O are consumed is 2:1. Procure an electrolyzer board either from engineering, or from an unidentified lathe in RnD, as well as an atmos holofan. Construct the electrolyzer and make sure to place a full power cell into it. Prevent any gasses escaping from the freezer chamber with the holofan, and then simply place the electrolyzer in the freezer chamber and turn it on. Make sure the cooling loop is working, and then fill the chamber with CO2 and N2O, and configure the scrubber to extract halon. There should be no problem using the freezer after having used it for BZ, since the setup only requires minor changes.&lt;br /&gt;
&lt;br /&gt;
=So you&#039;re a traitor=&lt;br /&gt;
&lt;br /&gt;
Along with all the [[Guide to xenobiology|other]] [[research items|things]] you have access to in science, the awesome destructive power of ordnance is also at your fingertips! If for whatever [[Blob|reason you need to blow up an entire department]] or just a single room containing a [[Captain|target]], any of the bomb described above should do the trick. Just make sure you&#039;ve cleared whatever your plan is with the admins first, if it involves toxins, they&#039;ll want to know. Some tips:&lt;br /&gt;
*Any bomb you make is going to be subject to the bomb maxcap, meaning the total radius can&#039;t exceed 20 tiles. This means that any effort making bombs larger than this is wasted.&lt;br /&gt;
*A simple mix of superheated plasma in the hot tank, and oxygen in the cold tank is usually enough to create a maxcap without the need for any complicated time consuming setup.&lt;br /&gt;
*Nitrium is a gas that can be made in ordnance, Increasing your movement speed when inhaled. This effect stacks with other speed buffs like meth.&lt;br /&gt;
*N2O puts people to sleep, and Plasma causes fire, both of these things can be useful. Make sure to relabel the can to O2 or AIR to avoid suspicion.&lt;br /&gt;
*Blowing up a corpse in the test site is a surefire way to gib them, although you might draw some attention if an engineer flies by and notices all the guts...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides|&lt;br /&gt;
color = #A06DA0}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_chemistry&amp;diff=10052</id>
		<title>Guide to chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_chemistry&amp;diff=10052"/>
		<updated>2026-08-03T21:56:50Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: /*  Portable Chemical Mixer */ Fixes to images, added a 128x128 open upscaled from 32x32 to 128x128&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Minor revisions needed. Some broken links and missing medicines/data}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Invisible comment for wiki editors:&lt;br /&gt;
&lt;br /&gt;
How to make a recipe recursive (giving it multi-level mouseover tooltips):&lt;br /&gt;
1. Create a new template page. Example: https://tgstation13.org/wiki/Template:RecursiveChem/Modafinil&lt;br /&gt;
2. Edit that page with the recipe. Again, see Modafinil for an example of what it should look like. &lt;br /&gt;
3. Replace the recipe on this Guide to Chemistry page with {{RecursiveChem/Modafinil}} &amp;lt;- Replace modafinil with the actual chem name. &lt;br /&gt;
&lt;br /&gt;
Finished. &lt;br /&gt;
&lt;br /&gt;
ShadowQuill, who originally added this feature May 2019, made another guide here:&lt;br /&gt;
https://tgstation13.org/wiki/Template:RecursiveChem&lt;br /&gt;
&lt;br /&gt;
- Angust Nov 16 2019&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Medical Dept header}}&lt;br /&gt;
This guide will primarily be useful for [[chemist]]s but may come in handy to any player and especially [[traitor]]s. See [[Chemical recipes]] for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser&#039;s &#039;&#039;recipe recording&#039;&#039; function. For grenade making see [[Grenade]]s. If you don&#039;t have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide to Ghetto Chemistry]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handling reactions==&lt;br /&gt;
&lt;br /&gt;
For returning players - reactions now work over time. In general reaction rate is tied to temperature and in some cases the presence of an optional catalyst. In general Purity is tied to the purity of your reagents, and how far away from optimal your pH is. It&#039;s important to note that the basic reaction is a one size fits all while each reaction is updated over a batch of updates, so it&#039;s unlikely that they&#039;ll cause too much trouble for you. Keep your pH within 5-9 and bare in mind all reactions are exothermic now. [[#Methamphetamine|Meth]], however, has been tweaked - and it&#039;s a tad more dangerous, I recommending reading the entry on it.&lt;br /&gt;
&lt;br /&gt;
For a quick crash course in mechanics, the help button on the chem heater (now renamed the reaction chamber) will get you up to speed by guiding you through a calomel reaction. There&#039;s an achievement too if you complete it with a 100% purity product!&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
&lt;br /&gt;
All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a chemical is reacting too slowly, simply heat the beaker up to speed it up. As a reaction occurs, it is either Exothermic (heat producing) or Endothermic (heat consuming). Care should be taken for the Exothermic reactions, as they are liable to overheat. An overheated reaction will reduce the yield of your reaction by default, and other reactions can have specialise effects when they get too hot (not in yet, but soon!). The rate in which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do. &lt;br /&gt;
&lt;br /&gt;
===Reaction rates===&lt;br /&gt;
The easiest way to speed a reaction up is to heat the reaction up, but if you&#039;re looking for other ways, such as for plumbing, having an optional catalyst (such as Palladium synthate catalyst for medicines) at its required volume will also speed it up. Finally, one other alternative is to use Tempomyocin on a reaction to suddenly give it a boost.&lt;br /&gt;
&lt;br /&gt;
=== Potential of Hydrogen (pH)===&lt;br /&gt;
&lt;br /&gt;
Every chemical has an innate pH, which can be seen by pressing the cog on the dispenser. The pH of the beaker is the sum of the pHes in the mix. The pH of a beaker determines how pure a product is, for the recipes with a given pH, you want to have your pH at the centre of the limits when the reaction starts. As a reaction progresses, it&#039;s likely the pH will begin to drift, and must be compensated for either with [[#Acidic_Buffer|buffer reagents]] or acidic/alkaline compounds. The pH range is something chemists often have to learn over several reactions, and the ChemMaster 3000 analyse function can give an insight into what pH you should be aiming for (Not in yet). Highly impure compounds are liable to affect your reaction too thus it is prudent to set your pH before reacting, as an overly impure reaction will drag the purity down of all other reagents with it. &lt;br /&gt;
&lt;br /&gt;
Presently the pH meter on the machines have a higher accuracy than normal to help players accumulate. &lt;br /&gt;
&lt;br /&gt;
=== Purity===&lt;br /&gt;
&lt;br /&gt;
Purity of a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If the product is slightly impure it&#039;ll split into the impure chem. 100% pure reagents will not split. If it is highly impure it will invert all of the product into the inverse chem (the percentage thresholds are given on the reagent&#039;s entry). If the reaction&#039;s purity is below the unstable purity, and the reaction has a failed chem, it will be replaced by that chem at the end of the reaction. Purity also can have an effect on a reagent&#039;s performance too which is detailed in the description. To clarify, here&#039;s an example case:&lt;br /&gt;
&lt;br /&gt;
*Reagent A 10u 100% purity on consumption - 10u of Reagent A added to the patient.&lt;br /&gt;
*Reagent A 10u 75% purity on consumption - 7.5u of Reagent A added to the patient, 2.5u [[#Chemical Isomers|Chemical Isomers]] added to the patient.&lt;br /&gt;
*Reagent B with the retain volume trait 10u 75% purity on consumption - 10u Reagent B added to the patient and 2.5u [[#Chemical Isomers|Chemical Isomers]] added to the patient.&lt;br /&gt;
*Reagent A 10u 20% purity on consumption - 10u of [[#Toxic monomers|Toxic monomers]] added to the patient.&lt;br /&gt;
*Reagent A 10u &amp;lt;10% purity at the end of a reaction - 10u of [[#Viscous sludge|Viscous sludge]] replaces Reagent A in the beaker.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a glossary on some of the terms used in the wiki:&lt;br /&gt;
*Unstable purity - Going below this value will make the reaction less stable - Causing extra effects specific to the reaction (such as Helbital&#039;s fire spin). If the reaction has an associated failed chem then that will be created as well either at the end, or during tte reaction if it is insolvent.&lt;br /&gt;
*Insolvency - Specifically for a reaction&#039;s impure/inverse products, if it is insolvent then it will precipitate out either during, or at the end of, a reaction as opposed to the standard effect of splitting on consumption.&lt;br /&gt;
*Unreacted purity - This is the purity of all reagents in the game that aren&#039;t made by chemists (generally 75%)&lt;br /&gt;
*Retains volume on splitting - Splitting into it&#039;s impure form does not reduce the original&#039;s volume (See reagent B example above, only applies for impure chem splitting, not inverse or failed.) At the moment core medicines are the only ones to do this.&lt;br /&gt;
&lt;br /&gt;
===Optional catalysts===&lt;br /&gt;
&lt;br /&gt;
For some reactions, an optional catalyst can be added to modify the reaction of a whole group slightly. At present the only optional catalyst is Palladium synthate catalyst, which speeds up the rate of all medicine reactions.&lt;br /&gt;
&lt;br /&gt;
===Competitive reactions===&lt;br /&gt;
&lt;br /&gt;
These reactions are ones that compete with each other (aka equilibrium reactions) and will go back and forth depending on the conditions of the beaker. At present the only competing reaction is Tempomyocin and Purity tester reagent, but more will be put in soon.&lt;br /&gt;
&lt;br /&gt;
====General tips====&lt;br /&gt;
&lt;br /&gt;
*Make sure your pH is correct before heating up the reaction, If it&#039;s not reacting, this is usually the problem, after the reaction has started however, it will keep going past the limits, &#039;&#039;&#039;producing 0% purity product&#039;&#039;&#039;.&lt;br /&gt;
*Keeping your reaction in the heater to cool it can be a way to deal with exothermic reactions.&lt;br /&gt;
*You can adjust the pH of a reaction easily by using a dropper with buffer. Using a dropper on a heater will adjust the pH of the beaker within.&lt;br /&gt;
*Take a note of how your pH changes across the reaction and adjust beforehand accordingly, or have some buffer handy to inject into the reaction in the middle of it.&lt;br /&gt;
*You can abort reactions by crashing the temperature and hoping it&#039;s not exothermic enough to overcome that anyways. Alternatively, you could throw the beaker in a panic.&lt;br /&gt;
*Upgrading the heater and the dispenser will improve their ability to detect pH. (soon)&lt;br /&gt;
*For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions.&lt;br /&gt;
*Temperature of buffers will change the temperature of whatever you&#039;re adding it to! Make sure to not pour hot buffer into a temperature sensitive reaction!&lt;br /&gt;
&lt;br /&gt;
==Tools and Machinery==&lt;br /&gt;
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|acid]] and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers===&lt;br /&gt;
&lt;br /&gt;
[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available chemicals&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see what chemicals are available:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;:&lt;br /&gt;
*Hydrogen&lt;br /&gt;
*Oxygen&lt;br /&gt;
*Silicon&lt;br /&gt;
*Phosphorus&lt;br /&gt;
*Sulfur&lt;br /&gt;
*Carbon&lt;br /&gt;
*Nitrogen&lt;br /&gt;
*Water&lt;br /&gt;
*Lithium&lt;br /&gt;
*Sugar&lt;br /&gt;
*Sulphuric acid&lt;br /&gt;
*Copper&lt;br /&gt;
*Mercury&lt;br /&gt;
*Sodium&lt;br /&gt;
*Iodine&lt;br /&gt;
*Bromine&lt;br /&gt;
*Ethanol&lt;br /&gt;
*Chlorine&lt;br /&gt;
*Potassium&lt;br /&gt;
*Aluminium&lt;br /&gt;
*Radium&lt;br /&gt;
*Fluorine&lt;br /&gt;
*Iron&lt;br /&gt;
*Welding fuel&lt;br /&gt;
*&amp;lt;s&amp;gt;Silver&amp;lt;/s&amp;gt; Removed Oct, 2020.&lt;br /&gt;
*Stable plasma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgraded (tier 4 matter manipulator)&#039;&#039;&#039;:&lt;br /&gt;
*Acetone&lt;br /&gt;
*Ammonia&lt;br /&gt;
*Ash&lt;br /&gt;
*Diethylamine&lt;br /&gt;
*Oil&lt;br /&gt;
*Saltpetre&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emagged&#039;&#039;&#039;:&lt;br /&gt;
*Space Drugs&lt;br /&gt;
*Morphine&lt;br /&gt;
*Toxin&lt;br /&gt;
*Carpotoxin&lt;br /&gt;
*Miner&#039;s Salve&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgradeable parts&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; greater power efficiency per unit dispensed.&lt;br /&gt;
*&#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; faster recharging speed.&lt;br /&gt;
*&#039;&#039;&#039;Better power cell:&#039;&#039;&#039;  larger maximum power capacity.&lt;br /&gt;
*&#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; unlocks more chemicals. &amp;lt;s&amp;gt;Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[File:Chemical_Heater.png|Chemical Heater]] Reaction Chamber===&lt;br /&gt;
&lt;br /&gt;
The reaction chamber (previously known as the chem heater) provides all the tools needed to help you react your reactions. You can set your heat, dispense buffers and watch your reactions in real time. An unupgraded reaction chamber will let you know when a reaction is overheated by highlighting it in red. More buffer can be added to the chamber by putting in a beaker into the heater and pressing the draw all button next to the buffer volume display.&lt;br /&gt;
&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a Reaction Chamber. Unless the recipes says otherwise, these reactions need you to heat the reagents &#039;&#039;above&#039;&#039; the required temperature in order to start the reaction. Some reactions can stop if they drop below their required temperature.&lt;br /&gt;
Don&#039;t forget you can use droppers directly on reaction chambers to add/draw to/from as well!&lt;br /&gt;
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don&#039;t risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrading the laser will increase the heating/cooling speed as well as the capabilities of the machine. See below:&lt;br /&gt;
&lt;br /&gt;
Level 1:&lt;br /&gt;
[[File:Reaction chamber level 1.gif]]&lt;br /&gt;
Level 4:&lt;br /&gt;
[[File:Reaction chamber level 4.gif]]&lt;br /&gt;
&lt;br /&gt;
An upgraded reaction chamber gives you more tools and information about the reactions held within it.&lt;br /&gt;
*At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal&lt;br /&gt;
*At level 3 the reaction chamber will be able to follow your reaction progress in real time&lt;br /&gt;
*At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum purity for the reaction.&lt;br /&gt;
&lt;br /&gt;
===[[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000===&lt;br /&gt;
&lt;br /&gt;
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. &amp;lt;br&amp;gt;&lt;br /&gt;
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.&lt;br /&gt;
&lt;br /&gt;
===[[File:PortableMixerBig.png|ChemMaster 3000|link=Special:FilePath/PortableMixerBig.png]] Portable Chemical Mixer===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This item&#039;&#039;&#039; &#039;&#039;&#039;does &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; require an [[Guide to Ordnance#Implosion Compressor and Anomaly Refining|anomaly core]] anymore&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A portable device that fits into the belt slot, enabling you to store, mix and dispense chemicals on the go. Can be printed at the medical lathe. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CTRL + Left click&#039;&#039;&#039; will open or close the portable mixer. While open [[File:Portable Chemical Mixer (open).png|link=Special:FilePath/Portable Chemical Mixer (open).png]] you can access it like any other bag, and fill it with up to 50 beakers and bottles. When closed File:[[:File:Portable Chemical Mixer (Beaker).png|Portable Chemical Mixer (Beaker).png]] you can do a simple &#039;&#039;&#039;Left click&#039;&#039;&#039; to open it&#039;s UI. While the portable mixer is closed [[File:Portable Chemical Mixer (Beaker).png|link=link=Special:FilePath/Portable Chemical Mixer (closed).png]] it functions similar to a [[Guide to chemistry#Tools and Machinery|Chemistry Dispenser]], allowing you to add and remove a single beaker which you can dispense into [[File:Portable Chemical Mixer (Beaker).png|link=Special:FilePath/Portable Chemical Mixer (Beaker).png]]&lt;br /&gt;
[[File:Portable Chemical Mixer (open 128x128).png|link=link=Special:FilePath/Portable_Chemical_Mixer_(Accessed_like_a_bag).png|thumb|Different containers with chemicals, stored inside the portable chemical mixer.(Image 1 of 2)]]&lt;br /&gt;
[[File:Portable Chemical Mixer (UI Controls).png|thumb|All chemicals inside the containers of the portable chemical mixer, combined into UI buttons. (Image 2 of 2)|link=Special:FilePath/Portable_Chemical_Mixer_(UI_Controls).png]]&lt;br /&gt;
&#039;&#039;&#039;Tips for the Portable Chemical Mixer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Unlike the chemistry bag [[File:Chemistry_bag.png]]the portable chemical mixer does not combine beakers of the same type into one single icon when accessing its contents. This makes it a superior option for beaker storage.&lt;br /&gt;
*All containers with the same, main chemical inside them, are represented as a single button in the UI. (e.g. a small beaker with 50u Inacusiate and a big beaker with 100u Inacusiate, are represented as 150u Inacusiate (see image).&lt;br /&gt;
*A container with more than one chemical inside will be represented by the most dominant chemical in it. (Try to avoid adding beakers with more than one chemical in them, if you want to stay on the safe side)&lt;br /&gt;
*The portable chemical mixer is an excellent storage device for pure chemicals that you want to store until you need them in other recipes. Filling it with beakers of pure [[Guide to chemistry#Oil|Oil]], [[Guide to chemistry#Phenol|Phenol]] or [[Guide to chemistry#Multiver|Multiver]] means quick and easy access to them, whenever you need them in advanced chemicals.&lt;br /&gt;
*Tired of the floor in chemistry being littered with beakers? Put them in the portable chemical mixer.&lt;br /&gt;
*The botanist made you some [[Guide to chemistry#Carpotoxin|Carpotoxin]] and filled it into condiment bottles? No need to carry them by hand, use the portable chemical mixer.&lt;br /&gt;
*The Janitor is too lazy to clean medbay? Put one beaker with [[Guide to chemistry#Fluorosurfactant|Fluorosurfactant]], one with [[Guide to chemistry#Space Cleaner|Space Cleaner]] and one with Water in your portable chem mixer, position yourself and dispense them in equal amounts into a big beaker. Instant cleaner grenade action.&lt;br /&gt;
*The AI and bots are trying to kill you? Get some Uranium from the lathe, grind it, and put a beaker of it with a beaker of Iron into your portable chem mixer. Dispense both in equal amounts into a big beaker to cause an [[Guide to chemistry#EMP|EMP]].&lt;br /&gt;
*The doctors are too busy to help and the paramedic is too dead to help? Get yourself a health analyzer, fill your portable chem mixer with beakers of useful medicines (and/or cures and vaccines) and dispense the right dosages for people in need, anywhere on the station.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hplc.gif|HPLC|link=Special:FilePath/Hplc.gif]] High-performance liquid chromatography machine (HPLC)===&lt;br /&gt;
&lt;br /&gt;
Can detect impurity levels of reagents added to it, making it one of the best ways to detect purity of a reagent at roundstart. See below:&lt;br /&gt;
&lt;br /&gt;
[[File:Mass spec.png|link=Special:FilePath/Mass spec.png]]&lt;br /&gt;
&lt;br /&gt;
The HPLC can also purify a reagent up to it&#039;s standard purity (usually 75%). This takes time and a bit of volume. Inverted reagents cannot be purified, though any reagent that is passed through the system will still cost time. While it&#039;s processing the Mass Spectroscopy cannot be used at the same time.&lt;br /&gt;
&lt;br /&gt;
To use the HPLC left clicking will interact with the input beaker - so left clicking with a beaker will add it, alt click with a beaker in it will remove it. Right clicking with a beaker will add a beaker to the output slot, and alt right clicking will remove it. The machine needs both an input and output to purify - though can still analyse with just a single input.&lt;br /&gt;
&lt;br /&gt;
The icon also indicates at what state it is at - a bar chart on the screen shows that it&#039;s analysing an input beaker, a sine wave shows that it&#039;s currently purifying and a blank screen indicates that it&#039;s input beaker is either empty or removed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blender.png|Reagent Grinder]] All-In-One Grinder===&lt;br /&gt;
&lt;br /&gt;
Grinds, crushes, liquefies and extracts reagents from materials placed into it.&amp;lt;br&amp;gt;&lt;br /&gt;
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.&lt;br /&gt;
&lt;br /&gt;
===[[File:Smoke_machine.png|Smoke Machine]] Smoke Machine===&lt;br /&gt;
&lt;br /&gt;
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.&amp;lt;br&amp;gt;&lt;br /&gt;
A great alternative to [[#Smoke|smoke]] [[grenade]]s, but easily incites lynch mobs.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be obtained through the circuit board being printed, and the required parts being assembled first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgradeable parts&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Manipulator&#039;&#039;&#039;: Unlocks the higher range settings.&lt;br /&gt;
*&#039;&#039;&#039;Matter bin&#039;&#039;&#039;: Increases maximum capacity.&lt;br /&gt;
*&#039;&#039;&#039;Capacitor&#039;&#039;&#039;: Increases efficiency.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===pH paper===&lt;br /&gt;
&lt;br /&gt;
pH paper can tell you the rough pH by putting it into the beaker. The colour of the strip will indicate what the pH is. &lt;br /&gt;
&lt;br /&gt;
===Buffer reagents===&lt;br /&gt;
&lt;br /&gt;
[[#Acidic_Buffer|Buffers]] are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids dissiplate into a mixture, unless stabilizing agent is added. &lt;br /&gt;
&lt;br /&gt;
===Chemical analyzer===&lt;br /&gt;
&lt;br /&gt;
A handy meter that can tell you all about the reagents found in a beaker, as well as being one of the two ways to testt purity (the other bring the purity tester, which will tell you if the reagent is inverse). Resarchable and printable by the lathe. Currently the only way to detect purity of a reagent, other than taking it yourself.&lt;br /&gt;
&lt;br /&gt;
===Plumbing===&lt;br /&gt;
On some maps the [[chemist]]s have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded [[#Chemistry_Dispensers|chem dispenser]], but the workflow is more like a production line chem factory instead of instant dispensing. See the [[Guide to plumbing]] to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.&lt;br /&gt;
&lt;br /&gt;
==Metabolism==&lt;br /&gt;
When a reagent enters a bloodstream it will start to &amp;quot;tick&amp;quot;(aka &amp;quot;cycle&amp;quot;) about every 2 seconds. These are called &amp;quot;life ticks&amp;quot;, and are not to be confused with server ticks/tickrate. When this happens the bloodstream is purged of an amount of every reagent usually equal to their listed metabolism rates. This is the rate at which the chemical disappears from your body. It doesn&#039;t matter how many chems you have in your body, as they are all metabolised separately. If you are [[Guide to food#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are &amp;quot;simplemobs&amp;quot; which means they don&#039;t have bloodstreams and thus cannot be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.&lt;br /&gt;
&lt;br /&gt;
==Addiction==&lt;br /&gt;
Every time you metabolize a drug, you will gain addiction points in the category it belongs to. For every unit of drugs metabolized you receive addiction points. More extreme drugs and [[Guide to drinks|alcohol]] will give you more points. If you gain 600 points in addiction category, you will become addicted. By not taking said drugs you will lower the amount of addiction points. High [[Mood|sanity]] speeds up the process.&lt;br /&gt;
*You lose 0,5 points per tick with no withdrawal or stage 1 withdrawal.&lt;br /&gt;
*You lose 1 point per tick with stage 2 withdrawal.&lt;br /&gt;
*You lose 1,5 points per tick with stage 3 withdrawal.&lt;br /&gt;
When your mood is good you always lose 2 points per tick regardless of the stage.&lt;br /&gt;
If you then fall below 400 points you stop being addicted.&lt;br /&gt;
Taking more of the drug you&#039;re addicted to will temporarily suppress symptoms. Addiction stages advance from time in withdrawal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction categories:&#039;&#039;&#039;&lt;br /&gt;
===Stimulants===&lt;br /&gt;
&lt;br /&gt;
Stimulant withdrawal makes you slow in a number of ways.&lt;br /&gt;
&lt;br /&gt;
*At the first stage you get craving messages about feeling tired and needing a little pick me up. Your actions also become slower(action speed penalty).&lt;br /&gt;
*At the second stage you recieve a click cooldown penalty.&lt;br /&gt;
*At the third stage you get a movement speed penalty and more craving messages.&lt;br /&gt;
&lt;br /&gt;
===Opiods===&lt;br /&gt;
&lt;br /&gt;
The main symptom of opiod withdrawal is nausea. &lt;br /&gt;
&lt;br /&gt;
*At the first stage you get craving messages about feels aches in your body, chills and needing opioids. You start yawning intermittently.&lt;br /&gt;
*At the second stage your high blood pressure will increase rate of blood loss from any open wounds.&lt;br /&gt;
*At the third stage you will get hit by waves of nausea and vomiting.&lt;br /&gt;
&lt;br /&gt;
===Alcohol===&lt;br /&gt;
&lt;br /&gt;
Alcohol withdrawal is easy to stave off due to the abundance of low alcohol content drinks available from the bar, but it is the only one that can be outright lethal.&lt;br /&gt;
&lt;br /&gt;
*At the first stage you get craving messages about feeling thirsty, wondering if the bar is still open and needing a little Dutch courage. You also start to jitter.&lt;br /&gt;
*At the second stage you start to hallucinate.&lt;br /&gt;
*At the third stage you start to suffer intermittant seizures that paralyze you for 1–3 seconds and cause 10-30 brain damage depending on duration. Your seizures also cause heavy jittering. Seizures can be prevented by taking [[#Neurine|neurine]] or [[#Sodium_Thiopental|sodium thiopental]].&lt;br /&gt;
&lt;br /&gt;
===Hallucinogens===&lt;br /&gt;
&lt;br /&gt;
*At the first stage you get craving messages about feeling empty, spirtually detached and you start to wonder what the machine elves are up to.&lt;br /&gt;
*At the second stage you get visual disturbances.&lt;br /&gt;
*At the third stage you enter a [[Traitor items#Hypnotic Flash|hypnotic trance]].&lt;br /&gt;
&lt;br /&gt;
===Maintenance Drugs===&lt;br /&gt;
&lt;br /&gt;
*At the first stage you get craving messages, start growling intermittently and your health indicator will become unreliable.&lt;br /&gt;
*At the second stage you can only stomach GROSS food and you grow a scraggly beard if male.&lt;br /&gt;
*At the third stage you will become very dizzy and confused when exposed to light, but it also gives you night vision.&lt;br /&gt;
&lt;br /&gt;
===Medicines===&lt;br /&gt;
*Stage 1: You become unsure of your own health, are you aching, or is it just the down from the meds?&lt;br /&gt;
*Stage2: You develop a fever.&lt;br /&gt;
*Stage 3: You organs begin to ache a bit too.&lt;br /&gt;
&lt;br /&gt;
In general most pure medicines don&#039;t accrue addiction points – it’s instead the inverse or impure chems that will turn you into a hypochondriac.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Some reagents have their own unique addiction type. Such as [[Guide to chemistry#Nicotine|Nicotine]].&lt;br /&gt;
&lt;br /&gt;
==Active Pure Chemicals==&lt;br /&gt;
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick/cycle unless said otherwise. Unmentioned dispensable chemicals don&#039;t have any effects. Plasma and uranium require you to grind mineral sheets to acquire.&lt;br /&gt;
*&#039;&#039;&#039;Chlorine&#039;&#039;&#039;: Causes 1 brute damage per tick to a random body part.&lt;br /&gt;
*&#039;&#039;&#039;Copper&#039;&#039;&#039;: Can be splashed on metal sheets to create bronze sheets.&lt;br /&gt;
*{{anchor|Ethanol}}&#039;&#039;&#039;Ethanol&#039;&#039;&#039;: A decent alcoholic &amp;quot;beverage&amp;quot;, with a [[Guide to drinks|booze power]] of 65. Increases the speed of [[surgery]] procedures and flammability when applied externally. Metabolism rate 0.2.&lt;br /&gt;
*&#039;&#039;&#039;Fluorine&#039;&#039;&#039;: Causes 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: Slowly restores blood volume.&lt;br /&gt;
*&#039;&#039;&#039;Lithium&#039;&#039;&#039;: Causes twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*&#039;&#039;&#039;Mercury&#039;&#039;&#039;: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma]]&#039;&#039;&#039;: Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50&amp;amp;nbsp;°C). Not to be confused with Stable Plasma, which does nothing.&lt;br /&gt;
*&#039;&#039;&#039;Radium&#039;&#039;&#039;: Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*&#039;&#039;&#039;Sugar&#039;&#039;&#039;: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.&lt;br /&gt;
*&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when &#039;&#039;injected&#039;&#039;. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].&lt;br /&gt;
*&#039;&#039;&#039;Uranium&#039;&#039;&#039;: Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*&#039;&#039;&#039;Water&#039;&#039;&#039;: Slightly generates blood volume. Additionally, freezes into ice below 274K.&lt;br /&gt;
*&#039;&#039;&#039;Welding Fuel&#039;&#039;&#039;: Causes 1 toxin damage per tick. Makes people flammable if splashed on.&lt;br /&gt;
&lt;br /&gt;
===Catalysts===&lt;br /&gt;
{{Anchor|Catalyst}}When a reagent in a recipe is marked &amp;quot;(catalyst)&amp;quot; it means it will not be consumed in the reaction. Some Catalysts are optional and are highlighted as such. These optional catalysts affect the ongoing reaction in certain ways.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
These are very basic chemicals that you&#039;ll use in a lot of other more complicated chems. They can still be toxic, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. If you find an incorrect recipe then please drop a comment in the [https://tgstation13.org/phpBB/viewforum.php?f=60 discord] wiki-general. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ash}}Ash&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 6.5&amp;lt;span style=&amp;quot;color:#515151;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ash}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 480K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Ingredient in a few recipes. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Used in:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[#Lye|Lye]], [[#Multiver|Multiver]] and [[#Plastic Sheets|Plastic Sheets]]. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Oil}}Oil&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 4  &amp;lt;span style=&amp;quot;color:#2D2D2D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oil}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Can be heated into [[#Ash|Ash]]. Can be scooped up from destroyed cyborgs and such. Flammable. Ingredient in many recipes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Used in:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Convermol|Convermol]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner&#039;s Salve|Miner&#039;s Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Acetone}}Acetone&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7 &amp;lt;span style=&amp;quot;color:#AF14B7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Acetone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Ingredient in many recipes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Used in:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Probital|Probital]], [[#Tirimol|Tirimol]]  [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]], [[#Acetaldehyde|Acetaldehyde]], [[#Acetone_Oxide|Acetone Oxide]] and [[#Neurine|Neurine]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Diethylamine}}Diethylamine&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12 &amp;lt;span style=&amp;quot;color:#604030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Diethylamine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|A very potent [[Guide to hydroponics#Diethylamine|fertilizer]]. Ingredient in many recipes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Used in:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Phenol}}Phenol&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 5.5 &amp;lt;span style=&amp;quot;color:#E7EA91;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Phenol}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Ingredient in many recipes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Used in:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[#Salicylic Acid|Salicylic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Libital|Libital]], [[#Higadrite|Higadrite]] and [[#Modafinil|Modafinil]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ammonia}}Ammonia &lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11.6 &amp;lt;span style=&amp;quot;color:#404030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ammonia}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 1 to 12 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|An effective [[Guide to hydroponics#Ammonia|fertilizer]]. Ingredient in many recipes. (Results in 3 units instead of 4)&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Used in:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[#Diethylamine|Diethylamine]], [[#Aiuri|Aiuri]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Saltpetre}}Saltpetre&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11.2 &amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Saltpetre}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Works as a [[Guide to hydroponics#Saltpetre|fertilizer]]. Ingredient in a few recipes. (Results in 3 units instead of 5)&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Used in:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[#Bath Salts|Bath Salts]] and [[#Gunpowder|Gunpowder]]. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sodium Chloride}}Sodium Chloride&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[Nutriment]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7 &amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sodium Chloride}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Commonly known as table salt, Sodium Chloride is often used to season food.&amp;lt;br&amp;gt;&lt;br /&gt;
Special uses include messing with [[Revenant]]s - they can&#039;t jaunt through salt piles.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lye}}Lye&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11.9 &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lye}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Ingredient in [[#Soap|Soap]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |Lye (Alternate Recipe)&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11.9 &amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lye_Alt}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Hydrogen Peroxide}}Hydrogen Peroxide&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 6.2 &amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Hydrogen Peroxide}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Burns people on touch.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pentaerythritol}}Pentaerythritol&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7 &amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pentaerythritol}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Results in 2 units instead of 5.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Acetaldehyde}}Acetaldehyde&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7 &amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Acetaldehyde}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 450K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Acetone Oxide}}Acetone Oxide&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7 &amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Acetone Oxide}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Burns people badly on touch. (Results in 2 units instead of 4)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Wittel}}Wittel &amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Geyser}}&lt;br /&gt;
|N/A&lt;br /&gt;
|A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make [[#Gravitum|Gravitum]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Hyper-Plasmium Oxide}}Hyper-Plasmium Oxide &amp;lt;span style=&amp;quot;color:#470750;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Geyser}}&lt;br /&gt;
|N/A&lt;br /&gt;
|A lavaland geyser has a chance to produce this. Does nothing, but can be used to make [[#Exotic_Stabilizer|Exotic Stabilizer]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Exotic Stabilizer}}Exotic Stabilizer &amp;lt;span style=&amp;quot;color:#180000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Exotic_Stabilizer}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Is required to stabilize [[#Nitroglycerin|Nitroglycerin]] and [[#TaTP|TaTP]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reaction agents==&lt;br /&gt;
&amp;lt;!-- Strong_Acidic_Buffer,Strong_Basic_Buffer,Universal_indicator,Purity_Tester,Interim Product Alpha,Interim Product Beta . Anchor for Acidic Buffer, Basic Buffer, Prefactor a, Prefactor b. For some reason, Interim Product Alpha generates two entries??--&amp;gt;&lt;br /&gt;
These reagents have active effects on reactions, consuming themselves on transfer. They can even be added to a full beaker for their effects to take place!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66; width:170px;&#039;|Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Strong Acidic Buffer}}{{anchor|Acidic Buffer}}Strong Acidic Buffer&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 0&amp;lt;span style=&amp;quot;color:#c6040c;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Strong Acidic Buffer}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 250K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 99999K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 0 to 14&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|This reagent will consume itself and move the pH of a beaker towards acidity when added to another.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 100%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Strong Basic Buffer}}{{anchor|Basic Buffer}}Strong Basic Buffer&amp;lt;span style=&amp;quot;color:#3853a4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 14&amp;lt;span style=&amp;quot;color:#462c83;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Strong Basic Buffer}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 250K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 99999K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 0 to 14&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 100%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Universal Indicator}}Universal Indicator&amp;lt;span style=&amp;quot;color:#1f8016;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic Monomers|Toxic Monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Universal Indicator}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 274K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 99999K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 0 to 14&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|A solution that can be used to create pH paper booklets, or sprayed on things to colour them by their pH.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 100%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Purity Tester}}Purity Tester&amp;lt;span style=&amp;quot;color:#ffffff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic Monomers|Toxic Monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Purity Tester}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Cold reaction&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 800K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; -1K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 2 to 12&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|This reagent will consume itself and violently react if there is a highly impure reagent in the beaker.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 100%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Interim Product Alpha}}{{anchor|Prefactor a}}Interim Product Alpha&amp;lt;span style=&amp;quot;color:#bafa69;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic Monomers|Toxic Monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Interim Product Alpha}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Cold reaction&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 800K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; -1K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 2 to 12&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|This reagent is a prefactor to the purity tester reagent, and will react with stable plasma to create it&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 100%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Interim Product Beta}}{{anchor|Prefactor b}}Interim Product Beta&amp;lt;span style=&amp;quot;color:#8a3aa9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic Monomers|Toxic Monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Interim Product Beta}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 50K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 500K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 5 to 8&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;35%&lt;br /&gt;
&amp;lt;br&amp;gt;Strongly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Dangerous&amp;lt;/b&amp;gt;&lt;br /&gt;
|This reagent is a prefactor to the reaction speed agent reagent, and will react with stable plasma to create it&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicines{{anchor|Medicines}}==&lt;br /&gt;
&amp;quot;&#039;&#039;And that&#039;s how I lost my medical license!&#039;&#039;&amp;quot; Don&#039;t be this guy. Make these. Lots of these.&lt;br /&gt;
&lt;br /&gt;
Some medicines have special suffixes to specify which damage types they are meant to treat:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Brute = -ibital&lt;br /&gt;
*Burn  = -uri&lt;br /&gt;
*Oxy   = -mol&lt;br /&gt;
*Tox   = iver&lt;br /&gt;
*Organ = -rite&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[guide to medicine|Guide to Medicine]] for more information on what to use and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optional catalysts for ALL medicine reactions===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:100px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Palladium synthate catalyst}}Palladium synthate catalyst&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2 &amp;lt;span style=&amp;quot;color:#FFEE88;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Palladium synthate catalyst}}&lt;br /&gt;
|&#039;&#039;&#039;Required temp:&#039;&#039;&#039; 320K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 800K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 6 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0 &amp;lt;br&amp;gt;H+ producing&amp;lt;br&amp;gt;Very exothermic&lt;br /&gt;
|This will cause all medicines reacted in the same beaker to react faster, with it&#039;s speed equal to the purity of the catalyst (up to 2x, though it is still limited by it&#039;s maximum rate). An impure catalyst can be purposely made to slow down reactions, if desired. At least 10u is required in a beaker for it to have any effect on the reactions contained within.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Core Healing Medicines===&lt;br /&gt;
These healing drugs may be considered to be cheap or commonly available &amp;quot;core&amp;quot; drugs, used to heal common ailments. Some of them should not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using [[Surgery#Tend Wounds|Tend Wounds surgery]] if satisfactory medicines aren&#039;t available. These are also known as &#039;&#039;&amp;quot;Category 2 Cobbychems&amp;quot;. &#039;&#039;&lt;br /&gt;
All these reactions will generally result in a 75% purity product with no intervention. For those returning - a 75% purity reagent will have the same effects as the reagents you&#039;re familiar with, which means that 100% pure reagents are 33% more effective.&lt;br /&gt;
&amp;lt;!-- Libital,Helbital,Probital,Aiuri,Lenturi,Hercuri,Granibitaluri,Synthflesh,Multiver,Seiver,Syriniver,Tirimol,Convermol --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66; width:170px;&#039;|Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Treatment For&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Libital}}Libital&amp;lt;span style=&amp;quot;color:#ECEC8D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Libitoil|Libitoil]] &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 8.2&amp;lt;span style=&amp;quot;color:#23b36e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Libital}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 225K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 840K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 6 to 10&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;20%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Brute&lt;br /&gt;
|A bruise reliever. Does minor liver damage.&lt;br /&gt;
&amp;lt;br&amp;gt;Medicine for treating brute damage. Each tick heals 0 to 4 brute (based off purity) and causes 0.3 [[Guide to medicine#Organ table|liver]] damage.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Helbital}}Helbital&amp;lt;span style=&amp;quot;color:#9400D3;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Helgrasp|Helgrasp]] &amp;lt;30% (When purity is below 25%, it will catch fire during the reaction, watch out for the flames!)&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 8&amp;lt;span style=&amp;quot;color:#23b36e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Helbital}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 250K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 550K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 5 to 9.5&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;55%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Brute&lt;br /&gt;
|Named after the Norse goddess Hel, this medicine heals the patient&#039;s bruises the closer they are to death. Patients will find the medicine &#039;aids&#039; their healing if not near death by causing asphyxiation.&lt;br /&gt;
&amp;lt;br&amp;gt;Heals brute faster the more base damage you have. No side effects if in hardcrit.&lt;br /&gt;
*If not in crit: Heals (dmg/50) brute and deals 2 suffocation.&lt;br /&gt;
*If in softcrit: Heals (dmg/47) brute and deals 1 suffocation.&lt;br /&gt;
*If in hardcrit: Heals (dmg/45) brute and has no side effects. 0.0001% chance to make you play a game of rock-paper-scissors against the reaper for your life, potentially dusting you or healing you to full.&lt;br /&gt;
Overdose applies a semi-blinding curse. &lt;br /&gt;
&amp;lt;br&amp;gt;Purity adjusts the damage requirements for each of the stages and adjusts the brute damage healed. &lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;OD:&amp;lt;/b&amp;gt; 35u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Probital}}Probital&amp;lt;span style=&amp;quot;color:#FFFF6B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Mitogen Metabolism Factor|Mitogen Metabolism Factor]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 5.5&amp;lt;span style=&amp;quot;color:#b5d335;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Probital}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 225K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 750K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 4.5 to 12&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;35%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Brute&lt;br /&gt;
|Originally developed as a prototype gym supplement for those looking for quick workout turnover, this oral medication quickly repairs broken muscle tissue but causes lactic acid buildup, tiring the patient. Overdosing can cause extreme drowsiness. An influx of nutrients promotes the muscle repair even further.&lt;br /&gt;
&amp;lt;br&amp;gt;Heals 0 - 3 brute per tick (based off purity) but also deals (decreasing) stamina damage. If ingested by mouth it also creates a special  [[#Mitogen_Metabolism_Factor|enzyme]] in your system (bloodstream) (1.25u per 5u ingested), which turns any [[Guide to food|food]] you eat into [[Guide to food#Peptides|healing peptides]]. These peptides heal an additional 3 brute and 1 burn with a 50% chance every tick.&lt;br /&gt;
&lt;br /&gt;
Overdose deals 3 stamina AND:&lt;br /&gt;
*If stamina dmg over 80: Causes [[Status Effects#Drowsiness|drowsiness]].&lt;br /&gt;
*If stamina dmg over 100: Removes 100 stamina damage and puts you to [[Status Effects#Sleep|sleep]] for 10 seconds.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;OD:&amp;lt;/b&amp;gt; 20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Aiuri}}Aiuri&amp;lt;span style=&amp;quot;color:#8C93FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Aivime|Aivime]] &amp;lt;35%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 4&amp;lt;span style=&amp;quot;color:#f7ec1e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Aiuri}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 50K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 315K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 4.8 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Burn&lt;br /&gt;
|Used to treat burns. Does minor eye damage.&lt;br /&gt;
&amp;lt;br&amp;gt;Medicine for treating burn damage. Each tick heals 0 - 2.7 burn (based on purity) and causes 0.25 [[Guide to medicine#Organ table|eye]] damage.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lenturi}}Lenturi&amp;lt;span style=&amp;quot;color:#6171FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Lentslurri|Lentslurri]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 4.7&amp;lt;span style=&amp;quot;color:#f7ec1e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lenturi}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 200K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 500K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 6 to 11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Burn&lt;br /&gt;
|Used to treat burns. Applies stomach damage when it leaves your system.&lt;br /&gt;
&amp;lt;br&amp;gt;Each tick heals 0 to 4 burn (based on purity) and deals 0.4 [[Guide to medicine#Organ table|stomach]] damage.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Hercuri}}Hercuri&amp;lt;span style=&amp;quot;color:#F7FFA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Herignis|Herignis]] &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 8.9&amp;lt;span style=&amp;quot;color:#23b36e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Hercuri}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Cold reaction&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 47K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 5K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 6 to 10&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Burn&lt;br /&gt;
|Not to be confused with element Mercury, this medicine excels in reverting effects of dangerous high-temperature environments. Prolonged exposure can cause hypothermia.&lt;br /&gt;
&amp;lt;br&amp;gt;Heals burn damage and can cool you to unsafe levels. If applied with [[#Vapor|vapor]] such as with a [[General items#Space Cleaner|spray bottle]] [[File:Cleaner.png]] it also removes some firestacks (extinguishes you). &lt;br /&gt;
*If burn is over 50: Heals 0 to 2.7 burn. (based off purity)&lt;br /&gt;
*If burn is under 50: Heals 0 to 1.65  burn. (based off purity)&lt;br /&gt;
Overdose cools you down even more. Was originally named  &#039;&#039;&#039;Rhigoxane&#039;&#039;&#039;.  &lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;OD:&amp;lt;/b&amp;gt; 25u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Granibitaluri}}Granibitaluri&amp;lt;span style=&amp;quot;color:#E0E0E0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic Monomers|Toxic Monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Granibitaluri}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 5 to 10&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;10%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Brute, Burn&lt;br /&gt;
|A mild painkiller useful as an additive alongside more potent medicines. Speeds up the healing of small wounds and burns, but is ineffective at treating severe injuries. Extremely large doses are toxic, and may eventually cause liver failure.&lt;br /&gt;
&amp;lt;br&amp;gt;Heals a small amount of brute and burn each cycle. The maximum healing you can get is 0.5 per cycle, and this decreases by 0.1 for every 10 combined brute and burn you have. At 50 or more combined damage, it heals nothing. Overdose deals 0.2 liver and toxin damage.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;OD:&amp;lt;/b&amp;gt; 50u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Synthflesh}}Synthflesh&amp;lt;span style=&amp;quot;color:#FFEBEB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7.2&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Synthflesh}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 250K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 325K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 5.5 to 9.5&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Brute, Burn&lt;br /&gt;
|Heals brute and burn damage at the cost of toxicity (66% of damage healed). Patch, splash, and spray application only. 60u of pure synthflesh or 100u at lower purities can restore corpses husked by burns.&lt;br /&gt;
&amp;lt;br&amp;gt;Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 50 to 75% (based off purity) of brute and burn damage healed. Can be used to prepare corpses for [[Guide to medicine#Death|defibrillation]] (needs under 180 brute and burn). &amp;lt;br&amp;gt;[[#Touch|Touch]] and [[#Vapor|vapor]] application only. If a husked corpse has at least 100u and under 50 burn damage it will be unhusked.  &lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Multiver}}Multiver&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Monover|Monover]] &amp;lt;35%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 9.2&amp;lt;span style=&amp;quot;color:#0bb9b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Multiver}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 380K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 410K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 5 to 9.5&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;10%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Toxin&lt;br /&gt;
|A chem-purger that becomes more effective the more unique medicines present. Slightly heals toxicity but causes lung damage (mitigatable by unique medicines).&lt;br /&gt;
&amp;lt;br&amp;gt;A chem purger that purges chems from bloodstream (3u per tick) and heals toxin damage faster the more unique [[#Medicines|medicines]] there are in the body (0.5 per med, max 1.5). Also causes 0.5 [[Guide to medicine#Organ table|lung]] damage each tick. Having 3+ unique meds (2+multiver) will make it not purge medicines. If your Multiver is pure, the medicinal requirement is reduced by 1 (i.e. muliver + 1 medicine).  &lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Seiver}}Seiver&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Technetium 99|Technetium 99]] &amp;lt;45%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3.7&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Seiver}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Cold reaction&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 320K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 99999K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 5 to 8&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;20%&lt;br /&gt;
&amp;lt;br&amp;gt;Strongly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Toxin, Radiation&lt;br /&gt;
|A medicine that shifts functionality based on temperature. Hotter temperatures will heal more toxicity, while colder temperatures will heal larger amounts of toxicity but only while the patient is irradiated. Damages the heart.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Syriniver}}Syriniver&amp;lt;span style=&amp;quot;color:#8CDF24;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 8.6&amp;lt;span style=&amp;quot;color:#23b36e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Syriniver}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 250K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 99999K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 6.5 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Toxin&lt;br /&gt;
|A potent antidote for intravenous use with a narrow therapeutic index, it is considered an active prodrug of musiver.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;tl;dr:&#039;&#039;&#039; Put 20% of this and 80% water into a beaker and inject it with an IV-drip, and it will heal toxin damage and purge reagents from bloodstream pretty fast. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Click expand for long description. &lt;br /&gt;
	&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
When [[#Inject|injected]] (syringe or IV-drip), the following happens: &lt;br /&gt;
	&lt;br /&gt;
*Instantly heals toxin damage equal to 1.5x the injected amount, up to 0 to 4 toxin (based on purity). A minimum of 0.6u must be injected for any effect.&lt;br /&gt;
	&lt;br /&gt;
*Transforms up to 0 to 100% of the drug (based on purity) into the much safer [[#Musiver|Musiver]], depending on how healthy your liver is. The more damaged liver the patient has, the lower amount will be turned into [[#Musiver|Musiver]]. You get the max transformation rate as long as your [[Guide to medicine#Organ table|liver]] has more than 80&amp;amp;nbsp;hp.&lt;br /&gt;
	&lt;br /&gt;
 &lt;br /&gt;
	&lt;br /&gt;
Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than [[#Inject|injection]]. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time):&lt;br /&gt;
	&lt;br /&gt;
*Injecting a 40% solution of syriniver with an IV will heal about 5 toxin per cycle (plus 1+1 passive healing from syriniver + [[#Musiver|Musiver]]), but is unsafe since it makes [[#Musiver|Musiver]] overdose very likely. Having more than 40% will not heal faster.&lt;br /&gt;
	&lt;br /&gt;
*Injecting a 20% solution with an IV is pretty safe and will heal about 3 toxin per cycle (plus 1+1 passive healing from syriniver + [[#Musiver|Musiver]]).&lt;br /&gt;
	&lt;br /&gt;
 &lt;br /&gt;
	&lt;br /&gt;
If overdosed causes muscle weakness, high liver damage and [[Status Effects#Disgust|disgust]]. Was originally named &#039;&#039;&#039;Thializid&#039;&#039;&#039;. &lt;br /&gt;
	&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.3u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;OD:&amp;lt;/b&amp;gt; 6u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tirimol}}Tirimol&amp;lt;span style=&amp;quot;color:#FF6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Super Melatonin|Super Melatonin]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 5.6&amp;lt;span style=&amp;quot;color:#b5d335;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Tirimol}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 720K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 5 to 7.1&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;20%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Suffocation&lt;br /&gt;
|An oxygen deprivation medication that causes fatigue. Prolonged exposure causes the patient to fall asleep once the medicine metabolizes.&lt;br /&gt;
&amp;lt;br&amp;gt;Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 0 to 4 suffocation (based on purity) and deals 2 stamina damage per tick. Causes [[Status Effects#Drowsiness|drowsiness]] after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 cycles, you will fall asleep for 10 seconds when it&#039;s out.&lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Convermol}}Convermol&amp;lt;span style=&amp;quot;color:#FF6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Coveroli|Coveroli]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 5.6&amp;lt;span style=&amp;quot;color:#b5d335;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Convermol}}&lt;br /&gt;
|&amp;lt;b&amp;gt;Min temp:&amp;lt;/b&amp;gt; 370K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Overheat:&amp;lt;/b&amp;gt; 570K&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Optimal pH:&amp;lt;/b&amp;gt; 3.045 to 8.5&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unstable purity:&amp;lt;/b&amp;gt; &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Restores oxygen deprivation while producing a lesser amount of toxic byproducts. Both scale with exposure to the drug and current amount of oxygen deprivation. Overdose causes toxic byproducts regardless of oxygen deprivation.&lt;br /&gt;
&amp;lt;br&amp;gt;Quickly converts suffocation damage into toxin damage, with a (0 to 6.65):1 ratio (purity). Each tick will heal suffocation damage equal to 2.5 times current cycle and deal toxin damage equal to 0.2 of suffocation healed. Will always deal at least 0.1 toxin damage, even without suffocation healed. Overdose causes toxin damage as if you always healed max suffocation, and quickly purges the chem.  &lt;br /&gt;
|&amp;lt;b&amp;gt;Rate:&amp;lt;/b&amp;gt; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Unreacted purity:&amp;lt;/b&amp;gt; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;OD:&amp;lt;/b&amp;gt; 35u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Synthetic Healing Medicines=== &lt;br /&gt;
These healing drugs are mostly for patients with robotic limbs, or for synthetics and IPCs who have internal reagent processors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Reaction Conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Nanite Slurry}}Nanite Slurry&amp;lt;span style=&amp;quot;color:#cccccc;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part {{Tooltip|[[#Foaming_Agent|Foaming Agent]]|{{RecursiveChem/Foaming_Agent}}}}&amp;lt;br&amp;gt;1 part Gold&amp;lt;br&amp;gt;1 part Iron&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.15 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|A localized swarm of nanomachines specialized in repairing robotic bodyparts. Repairs robotic limbs at rate of -0.5 damage per tick. May be used on organic patients. If overdosed in synthetics it causes rapid over-heating leading to burns, whereas overdosing in organics causes vomiting while the reagent is quickly purged at 4 units per tick.&lt;br /&gt;
|0.25-0.8 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Liquid Solder}}Liquid Solder&amp;lt;span style=&amp;quot;color:#727272;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part Silver&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 370K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.15 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Brain Damage&lt;br /&gt;
|A localized swarm of nanomachines specialized in repairing synthetic neural circuitry. Repairs brain damage in synthetics at a rate of -1.5 damage per tick, with a 10% chance every tick to cure basic traumas. More severe traumas require [[Guide to synthetic surgery#Reset Posibrain Logic|surgery]] in [[Roboticist|Robotics Lab]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|System Cleaner}}System Cleaner&amp;lt;span style=&amp;quot;color:#F1C40F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Phenol&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.15 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Toxin&lt;br /&gt;
|A non-toxic cleaning solution for cleaning synthetic systems. Scrubs toxin damage at a rate of -1 damage per tick, and purges chemicals from synthetics at a rate of -0.5 units per tick, per chemical.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Superior Healing Medicines===&lt;br /&gt;
These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Salicylic Acid}}{{anchor|Salicyclic Acid}}Salicylic Acid&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2.1 &amp;lt;span style=&amp;quot;color:#D2D2D2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Salicyclic Acid}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Brute&lt;br /&gt;
|If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 Units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Oxandrolone}}Oxandrolone&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 10.7 &amp;lt;span style=&amp;quot;color:#1E8BFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oxandrolone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Burn&lt;br /&gt;
|If you have more than 25 burn damage, heals 4 burn. If you have equal to or less than 25 burn damage, heals 0.5. Overdosing will deal more burn damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 Units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Salbutamol}}Salbutamol&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2 &amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Salbutamol}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Regenerative Jelly}}Regenerative Jelly&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7 &amp;lt;span style=&amp;quot;color:#CC23FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Regenerative Jelly}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|All four basic types&lt;br /&gt;
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide to races#Jellypeople|jellypeople]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pentetic Acid}}Pentetic Acid&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1 &amp;lt;span style=&amp;quot;color:#E6FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pentetic Acid}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Radiation, toxin&lt;br /&gt;
|Heals 2 toxin damage per tick while purging 2u of other chemicals from the body.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Atropine}}Atropine&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12 &amp;lt;span style=&amp;quot;color:#1D3535;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Atropine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Crit, all basic types&lt;br /&gt;
|If patient&#039;s health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes [[Status Effects#Jitteriness|jitteriness]] and [[Status Effects#Dizziness|dizziness]], which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.&amp;lt;br&amp;gt;If overdosed it will deal toxin damage and cause extra [[Status Effects#Jitteriness|jitteriness]] and [[Status Effects#Dizziness|dizziness]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|35 Units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Calomel}}Calomel&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1.5 &amp;lt;span style=&amp;quot;color:#19C832;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Calomel}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 374K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Purge&lt;br /&gt;
|Quickly purges the bloodstream of toxins (3u per tick). If your health is above 20, 1 toxin damage is dealt.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cryoxadone}}Cryoxadone&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11 &amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryoxadone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|All four basic types and cellular&lt;br /&gt;
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide to medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide to medicine#Cryogenics Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Can heal [[Guide to Wounds|wounds]]. Works on [[Guide to races#Jelly and Slime Mutants|slimepeople]], despite being cold.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pyroxadone}}Pyroxadone&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12 &amp;lt;span style=&amp;quot;color:#f7832a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pyroxadone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|All four basic types and cellular&lt;br /&gt;
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be &#039;&#039;over&#039;&#039; 460°K and on fire. In optimal conditions every cycle will heal 15 burn &#039;&#039;before&#039;&#039; the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Can heal [[Guide to Wounds|wounds]]. Works on [[Guide to races#Jelly and Slime Mutants|slimepeople]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Clonexadone}}Clonexadone&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 13 &amp;lt;span style=&amp;quot;color:#3D3DC6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Clonexadone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Cellular&lt;br /&gt;
|Quickly heals (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide to medicine#Cryogenics Tube|cryo tubes]].&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Rezadone}}Rezadone&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12.2 &amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Rezadone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Cellular&lt;br /&gt;
|Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked.  If overdosed deals 1 toxin damage per tick and makes you [[Status Effects#Dizziness|dizzy]] and [[Status Effects#Jitteriness|jittery]]. Very good for treating cellular damage on the spot.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique Healing Medicines===&lt;br /&gt;
These healing drugs perform niche functions that help against less common ailments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66; width:150px;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66; width:150px;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mutadone}}Mutadone&amp;lt;span style=&amp;quot;color:#5096C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mutadone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Mutations&lt;br /&gt;
|Instantly removes your genetic mutations. Hulks hate it!&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mannitol}}Mannitol&amp;lt;span style=&amp;quot;color:#A0A0A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Mannitoil|Mannitoil]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Mannitoil|Mannitoil]] &amp;lt;45%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Insolvent medicinal precipitate|Insolvent medicinal precipitate]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 10.4&amp;lt;span style=&amp;quot;color:#3f93cf;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mannitol}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 50K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 650K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 5 to 7.5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Brain&lt;br /&gt;
|Heals 2 brain damage per tick. Does not heal [[Guide to Traumas#Mild|traumas]]. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units). Healing scales with purity. Will also increase your eyesight in the dark depending on purity.&lt;br /&gt;
Overdose will increase your brain power, granting you E n l i g h t e n m e n t!&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 15u&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Neurine}}Neurine&amp;lt;span style=&amp;quot;color:#C0C0C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Neruwhine|Neruwhine]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Neruwhine|Neruwhine]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Insolvent medicinal precipitate|Insolvent medicinal precipitate]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Neurine}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 700K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 6.8 to 10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Minor brain traumas&lt;br /&gt;
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide to Traumas#Basic Traumas Without Prefix|basic traumas]]. More [[Guide to Traumas#Severe Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide to drinks#Neurotoxin|Neurotoxin]]. When added to a patient, it will remember their brain damage - if their brain damage is below that value when added it will restore it back to what it was on consumption. When used on the dead will heal a corpse&#039;s brain slowly (patient must be dead and have a brain!). Healing scales with purity.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Potassium Iodide}}Potassium Iodide&amp;lt;span style=&amp;quot;color:#BAA15D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Potassium Iodide}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Radiation&lt;br /&gt;
|Prevents damage from radiation, and slowly heals toxin damage if you&#039;re irradiated.&lt;br /&gt;
|0.8 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Saline-Glucose Solution}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Brute, burn, blood loss&lt;br /&gt;
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 60u&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ephedrine}}Ephedrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Corazargh|Corazargh]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Insolvent medicinal precipitate|Insolvent medicinal precipitate]] &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12&amp;lt;span style=&amp;quot;color:#5a51a2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ephedrine}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 200K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 500K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 7 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Explosive&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. &amp;lt;br&amp;gt;If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term [[Status Effects#Jitteriness|jitteriness]]. Also reduces [[Status Effects#Knockdown|knockdown]] times from [[Security items#Stun Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%.  Side effects chances are slightly reduced by higher purity.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 75%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 30u&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak stimulant (4 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Diphenhydramine}}Diphenhydramine&amp;lt;span style=&amp;quot;color:#64FFE6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Diphenhydramine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Histamine Overdose&lt;br /&gt;
|Purges bloodstream of lethal [[#Histamine|Histamine]] and reduces [[Status Effects#Jitteriness|jitteriness]] while causing minor [[Status Effects#Drowsiness|drowsiness]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Oculine}}Oculine&amp;lt;span style=&amp;quot;color:#404040;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Oculater|Oculater]] &amp;lt;45%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Insolvent medicinal precipitate|Insolvent medicinal precipitate]] &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 10&amp;lt;span style=&amp;quot;color:#3f93cf;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oculine}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 200K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 600K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 4.8 to 8.5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Eye&lt;br /&gt;
|Quickly heals eye damage and has 20% chance per tick to revert blindness. Does not work against [[Guide to genetics#Mutations and Their Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain Surgery|surgery]] or [[Disease#Symptoms Table|other means]]. Improves your ability to see in the dark based off purity while it&#039;s in your system.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 75%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Inacusiate}}Inacusiate&amp;lt;span style=&amp;quot;color:#606060;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Tinacusiate|Tinacusiate]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Tinacusiate|Tinacusiate]] &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Insolvent medicinal precipitate|Insolvent medicinal precipitate]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2&amp;lt;span style=&amp;quot;color:#f26724;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Inacusiate}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 300K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 500K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 5 to 10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Ear&lt;br /&gt;
|Rapidly repairs damage to the patient&#039;s ears to cure deafness, assuming the source of said deafness isn&#039;t from [[Guide to genetics#Mutations and Their Consequences|genetic mutations]], chronic deafness, or a total deficit of ears. Lets you hear whispers from a distance if it&#039;s 100% pure. (Results in 2 units instead of 3)&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 75%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Epinephrine}}Epinephrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Epinephrine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Crit&lt;br /&gt;
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.&amp;lt;br&amp;gt; Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 30 Units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Antihol}}Antihol&amp;lt;span style=&amp;quot;color:#00B4C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Prohol|Prohol]] &amp;lt;35%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Insolvent medicinal precipitate|Insolvent medicinal precipitate]] &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 4&amp;lt;span style=&amp;quot;color:#f7ec1e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Antihol}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 1K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 550K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 3.5 to 8.5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;15%&lt;br /&gt;
&amp;lt;br&amp;gt;Endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Alcohol&lt;br /&gt;
|Purges 0-4u alcoholic drinks from someone&#039;s bloodstream each tick (depending on purity), as well as eliminating drunkenness, [[Status Effects#Drowsiness|drowsiness]], slurring, [[Status Effects#Dizziness|dizziness]] and [[Status Effects#Confusion|confusion]]. Heals 0.2 toxin per tick.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 75%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Insulin}}Insulin&amp;lt;span style=&amp;quot;color:#FFFFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Found in NanoMed Plus&lt;br /&gt;
|N/A&lt;br /&gt;
|Sugar Dependency&lt;br /&gt;
|Increases sugar depletion.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Strange Reagent}}Strange Reagent&amp;lt;span style=&amp;quot;color:#A0E85E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Strange Reagent}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Death&lt;br /&gt;
|A miracle drug that can bring a dead body back to life. Only works on [[#Ingest|ingestion]]. Amount needed increases depending on how much brute+burn damage the body has (at most 10u at 200 damage). Extra amounts will partly heal [[Guide to medicine#Organ damage|organ damage]] and blood levels on successful revive. The drug doesn&#039;t work on corpses with over 200 brute+burn damage or [[Guide to medicine#Husk|husks]]. &amp;lt;br&amp;gt;In living people each tick randomly deals 0-2.5 brute and burn damage. Can revive [[#Metabolism|simplemobs]] as well by splashing it on them.&lt;br /&gt;
|0.5 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Synaptizine}}Synaptizine&amp;lt;span style=&amp;quot;color:#FF00FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Synaptizine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Hallucination Decrease&lt;br /&gt;
|Reduces stun times by typically around 30% (depends). Helps [[Status Effects#Drowsiness|drowsiness]] and [[Status Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Spaceacillin}}Spaceacillin&amp;lt;span style=&amp;quot;color:#E1F2E6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Spaceacillin}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Infections&lt;br /&gt;
|An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly.&lt;br /&gt;
|0.04 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Miner&#039;s Salve}}Miner&#039;s Salve&amp;lt;span style=&amp;quot;color:#6D6374;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Miner&#039;s Salve}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Improvised Patch Healing Chem&lt;br /&gt;
|Helps treat [[Guide to Wounds#Critical: Catastrophic Burns|severe burn wounds]] and heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. Gives 20 painkiller bonus, which is used when treated with [[Medical items#Bone Gel|bone gel]]. If applied with touch/patch it increases [[surgery]] speed by 10%. &amp;lt;br&amp;gt;1u heals roughly 1.5 burn+brute.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Modafinil}}Modafinil&amp;lt;span style=&amp;quot;color:#BEF7D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Modafinil}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Sleep&lt;br /&gt;
|Slowly-metabolizing medicine. Heals [[Status Effects#Dizziness|dizziness]], [[Status Effects#Drowsiness|drowsiness]], [[Status Effects#Sleep|sleep]] (but not [[Status Effects#Unconscious|unconsciousness]]) and heats you up if frozen, similarly to [[Guide to drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status Effects#Jitteriness|jitteriness]], [[Status Effects#Stuttering|stuttering]], [[Status Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status Effects#Paralyze|stun]] you. Cycle 82 puts you into endless [[Status Effects#Sleep|sleep]] while constantly dealing 1.5 stamina and oxygen damage.&amp;lt;br&amp;gt;No chance for addiction but very finicky OD.&lt;br /&gt;
|0.02-0.08 units per tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; Random, initially 20 but goes up or down 0.1 each tick.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Morphine}}Morphine&amp;lt;span style=&amp;quot;color:#A9FBFB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Morphine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 480K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Damage slowdown&lt;br /&gt;
|Allows you to run at full speed even when hurt, even from [[Health#Stamina|stamina]] damage, but does &#039;&#039;&#039;not&#039;&#039;&#039; remove slowdown from wearing a [[Clothing and Accessories#Hardsuits|hardsuit]]. You&#039;ll get [[Status Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status Effects#Sleep|asleep]] if it&#039;s in your system for 24 cycles. You will not wake up until it&#039;s out of your system. Gives 20 painkiller bonus, which is used when treated with [[Medical items#Bone Gel|bone gel]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;If overdosed or addicted it will cause [[Status Effects#Jitteriness|jitteriness]], [[Status Effects#Dizziness|dizziness]] and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from [[Supply crates#Medical Supplies Crate|Cargo]], be grown at [[Guide to hydroponics#Reishi|Botany]] or be found in a [[Vendor#NanoMed Plus|NanoMed Plus]]. (Results in 2 parts instead of 6)&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 30 Units&lt;br /&gt;
&amp;lt;br&amp;gt; Opiate(10 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Haloperidol}}Haloperidol&amp;lt;span style=&amp;quot;color:#27870a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Haloperidol}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Anti-Drug and Light Sedative&lt;br /&gt;
|Helps fight against the effects of some drugs while purging them. Reduces [[Status Effects#Jitteriness|jitteriness]] and [[Status Effects#Hallucinations|hallucinations]]. However each tick also causes [[Status Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Leporazine}}Leporazine &amp;lt;span style=&amp;quot;color:#DB90C6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Leporazine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Body temperature&lt;br /&gt;
|This keeps a patient&#039;s body temperature stable.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Higadrite}}Higadrite&amp;lt;span style=&amp;quot;color:#F49797;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Higadrite}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Liver failure&lt;br /&gt;
|Protects from toxin damage caused by liver failure.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Psicodine}}Psicodine&amp;lt;span style=&amp;quot;color:#07E79E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Psicodine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Phobias and Mood&lt;br /&gt;
|Suppresses phobias and raises sanity to neutral. Also reduces [[Status Effects#Jitteriness|jitteriness]], [[Status Effects#Dizziness|dizziness]], [[Status Effects#Confusion|confusion]] and [[Status Effects#Disgust|disgust]]. If overdosed it causes [[Status Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 30 units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Energized Jelly}}Energized Jelly&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Energized Jelly}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times by around 60% (depends) for [[Guide to races#Jellypeople|jellypeople]], while also speeding up [[Guide to races#Luminescents|Luminescent&#039;s]] cooldowns. Non-jelly lifeforms will just get shocked.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Penthrite}}Penthrite&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Nooartrium|Nooartrium]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12.7&amp;lt;span style=&amp;quot;color:#5a51a2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Penthrite}}&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 255K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 450K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 5 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
|Heart, crit&lt;br /&gt;
|An explosive compound used to stabilize heart conditions. If you are not in crit it stabilizes your heart. If health is under crit threshold it prevents crit, heals you 2 tox/brute/burn, 6 oxy and damages heart 0.1 per unit. If you reach -60 health the penthrite is purged and you get a heart attack. Causes slow stomach damage. Overdose causes instant heart attack. Explodes when mixed with equal amounts [[#Epinephrine|Epinephrine]] (strenghtdiv 5) OR [[#Atropine|Atropine]] (strenghtdiv 5, modifier 5) (Results in 3 units instead of 4)&lt;br /&gt;
&amp;lt;br&amp;gt; Purity will adjusts the threshold requirements (above 75% lowered requirements, below 75% higher requirements).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Inverse reagent:&#039;&#039;&#039; [[#Nooatrium|Nooatrium]] below 25%&lt;br /&gt;
&amp;lt;br&amp;gt; Reaction will boom like a heart if overheated.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 50u&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sanguirite}}{{anchor|Coagulant}}Sanguirite&amp;lt;span style=&amp;quot;color:#bb2424;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sanguirite}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Bleeding&lt;br /&gt;
|A coagulant used to help [[Guide to Wounds#Slash Wounds|bleeding wounds]] clot faster. Passively reduces bleeding by 30% while in the bloodstream. Only helps clot whichever wound is currently bleeding the most. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 20 units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pulped_Banana_Peel}}Pulped Banana Peel&amp;lt;span style=&amp;quot;color:#863333;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pulped_Banana_Peel}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Bleeding&lt;br /&gt;
|A coagulant used to help [[Guide to Wounds#Slash Wounds|bleeding wounds]] clot faster. Exact same effects as [[#Sanguirite|Sanguirite]] except slightly weaker clot coefficiency. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation, with possible minor lung and heart damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 20 units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Determination}}Determination&lt;br /&gt;
|Receive a [[Guide to Wounds|wound]]. Moderate: 1&lt;br /&gt;
Severe: 2.5&lt;br /&gt;
&lt;br /&gt;
Critical: 5&lt;br /&gt;
&lt;br /&gt;
Losing a limb: 7.5&lt;br /&gt;
|N/A&lt;br /&gt;
|Wounds&lt;br /&gt;
|Determination is added to your system when you&#039;re wounded and helps deal with the effects. Reduces bloodloss by 15%, limping by 75%, heals each wounded limb by .25 and heals stamina by the same amount, cures Adrenal Crisis caused by purging [[#Kronkaine|Kronkaine]], and gives a +10 painkiller bonus. When it clears out of your system, you instantly take 3 stamina damage for each moderate wound, 6 for each severe, and 9 for each critical.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caps at 10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ondansetron}}Ondansetron&amp;lt;span style=&amp;quot;color:#74d3ff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ondansetron}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 11 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25&amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Nausea&lt;br /&gt;
|Lessens your nausea by 10 every tick with an 8% chance per tick to deal 2 seconds of [[Status Effects#Drowsiness|drowsiness]] and a 15% chance per tick to deal 10 stamina damage. Commonly prescribed as an anti-emetic to space-born persons working in planetary gravity.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Dermagen}}Dermagen&amp;lt;span style=&amp;quot;color:#FFEBEB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
pH: 6&amp;lt;span style=&amp;quot;color:#4cb849;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Dermagen}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 11 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.25&amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Persistent Scars&lt;br /&gt;
|When applied topically, with 10 units minimum, removes all persistent scars from the person. Works on the dead. (Results in 5 units instead of 10).&lt;br /&gt;
|0.4 units per tick, 10 unit minimum.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-craftable Medicines===&lt;br /&gt;
These healing drugs are used in some situations, but are otherwise uncraftable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |How to get&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Addiction Points&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Changeling Adrenaline}}Changeling Adrenaline&amp;lt;span style=&amp;quot;color:#C1151D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Changeling]]s&lt;br /&gt;
|Stun&lt;br /&gt;
|Makes you immune to sleep and damage slowdown. Reduces stun times by typically around 30% (depends) and regenerates 10 stamina per tick. Can make you [[Status Effects#Dizziness|dizzy]] and [[Status Effects#Jitteriness|jittery]]. &amp;lt;br&amp;gt;If overdosed it will deal 1 toxin damage per tick. A changeling using the [[Changeling#Adrenaline Sacs|Adrenaline Sacs]] ability will inject 4u of this.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Changeling Haste}}Changeling Haste&amp;lt;span style=&amp;quot;color:#AE151D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
||[[Changeling]]s&lt;br /&gt;
|Speed&lt;br /&gt;
|Increases your speed to the maximum possible in most cases. A changeling using the [[Changeling#Adrenaline Sacs|Adrenaline Sacs]] ability will inject 2u of this. Deals 2 toxin damage per tick.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Omnizine}}Omnizine&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Omnizine}}&lt;br /&gt;
|Brute, burn, toxin and suffocation&lt;br /&gt;
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Protozine}}Protozine&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Geyser}}&lt;br /&gt;
|Brute, burn, toxin and suffocation&lt;br /&gt;
|Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A weaker [[#Omnizine|omnizine]], but can be used in [[#Strange_Reagent|Strange Reagent]] crafting.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Godblood}}Godblood&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Godblood}}&lt;br /&gt;
|Brute, burn, toxin and suffocation&lt;br /&gt;
|This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that&#039;s not really a concern.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|150 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Honey}}Honey&amp;lt;span style=&amp;quot;color:#A98307;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Honey}}&lt;br /&gt;
|Brute, burn, toxin and suffocation&lt;br /&gt;
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds 3u sugar to your system.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Earthsblood}}Earthsblood&amp;lt;span style=&amp;quot;color:#FFAF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Earthsblood}}&lt;br /&gt;
|All damage types&lt;br /&gt;
|The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you [[Status Effects#Jitteriness|jitteriness]] and [[Status Effects#Drugginess|drugginess]] (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it&#039;s in your body (this effect is similar to that of [[#Pax|Pax]]). Overdosing causes [[Status Effects#Hallucinations|hallucinations]], deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the [[Guide to Traumas#Severe Prefix|severe]] traumatic non-violence [[Guide to Traumas|brain trauma]] ([[Surgery#Brain Surgery|brain surgery]] level). The trauma does not go away until cured.&lt;br /&gt;
|0.4 units per tick (static)&lt;br /&gt;
|25 Units&lt;br /&gt;
|hallucinogens(14 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Silibinin}}Silibinin&amp;lt;span style=&amp;quot;color:#FFFFD0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Silibinin}}&lt;br /&gt;
|Liver damage&lt;br /&gt;
|Each tick heals 2 [[Guide to medicine#Organ table|liver]] damage.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Polypyrylium Oligomers}}Polypyrylium Oligomers&amp;lt;span style=&amp;quot;color:#9423FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Polypyrylium_Oligomers}}&lt;br /&gt;
|Lung damage&lt;br /&gt;
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 [[Guide to medicine#Organ table|lung]] damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from [[#Touch|touch]] or [[#Vapor|vapor]]. Overdose deals 0.25 lung damage.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|50 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mitogen_Metabolism_Factor}}Mitogen Metabolism Factor&amp;lt;span style=&amp;quot;color:#FFBE00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Eating [[#Probital|Probital]]&lt;br /&gt;
|Brute&lt;br /&gt;
|If this enzyme exists as a [[#Catalysts|catalyst]] in your body (at least 0.5u), any [[Guide to food|food]] you eat turns into [[Guide to food#Peptides|healing peptides]], which heal brute and some burn. If overdosed the metabolism changes to 2 units per tick and makes you vomit.&lt;br /&gt;
|0.025 units per tick&lt;br /&gt;
|10 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Oxalizid}}{{anchor|Musiver}}Musiver&amp;lt;span style=&amp;quot;color:#DFD54E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Injecting [[#Syriniver|Syriniver]]&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as [[#Syriniver|Syriniver]]). If overdosed causes muscle weakness, high liver damage and [[Status Effects#Disgust|disgust]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|25u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Muscle Stimulant}}Muscle Stimulant&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Strange seeds&lt;br /&gt;
|Slowdown&lt;br /&gt;
|Makes you ignore slowdowns from being hurt.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cordiolis Hepatico}}Cordiolis Hepatico&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Strange seeds, Abductor&#039;s operating table injects this too&lt;br /&gt;
|Heart and liver failure&lt;br /&gt;
|Removes the need for heart and liver.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Stimulantschem}}Stimulants&amp;lt;span style=&amp;quot;color:#78008C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Stimpack|Syndicate uplink]]&lt;br /&gt;
|Stun&lt;br /&gt;
|Increases movement speed a lot. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Also reduces [[Status Effects#Knockdown|knockdown]] times from [[Security items#Stun Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Can be bought with [[Syndicate Items#Stimpack|syndicate uplink]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60 Units&lt;br /&gt;
|Stimulant(4 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Syndicate Nanites}}{{anchor|Restorative Nanites}}Restorative Nanites&amp;lt;span style=&amp;quot;color:#78008C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Syndicate Cyborg|Syndicate medical cyborgs]]&lt;br /&gt;
|All damage types&lt;br /&gt;
|Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and  3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to [[Syndicate items#Syndicate Cyborg|Syndicate medical cyborgs]]. This is just a chemical, so don&#039;t confuse with the programmable [[Guide to Nanites|Nanites]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Synaphydramine}}Synaphydramine&amp;lt;span style=&amp;quot;color:#EC536D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Viruses&lt;br /&gt;
|Drowsiness, Hallucinations, Histamine&lt;br /&gt;
|Reduces drowsiness, caps and reduces the frequency of hallucinations, quickly purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] and [[#Histamine|Histamine]] from the body. Automatically generated by a [[Infections|virus]] with Mind Restoration as a symptom.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sansufentanyl}}{{anchor|Hereditary Manifold Sickness}}{{anchor|HMS}}Sansufentanyl&amp;lt;span style=&amp;quot;color:#07e4d1;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
pH: 6.2&amp;lt;span style=&amp;quot;color:#4cb849;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Cargo Crate (&amp;quot;Experimental Medicine&amp;quot;)†&amp;lt;ref name=&amp;quot;needsmedical&amp;quot;&amp;gt;Requires Medical Access&amp;lt;/ref&amp;gt;&lt;br /&gt;
Medical Department Order (&amp;quot;Experimental Medicine&amp;quot;)&lt;br /&gt;
NanoDrug Plus vendor&lt;br /&gt;
Virologist&#039;s SmartFridge&lt;br /&gt;
|Hereditary Manifold Sickness&lt;br /&gt;
|{{Tooltip|&#039;&#039;Regresses&#039;&#039; the progression|Specifically, is the &amp;quot;cure&amp;quot; for HMS. Standard virus procs give a 7.8% chance per second for the virus to regress or be &amp;quot;cured&amp;quot;, which means there&#039;s a 36% chance a 5u pill will do nothing to help.}} of Hereditary Manifold Sickness in an individual, but cannot cure it. Causes [[Status Effects#Confusion|confusion]] and [[Status Effects#Dizziness|dizziness]] until out of the bloodstream, and 1 stamina loss per tick. Has a 3% chance each tick to cause your ears to ring.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Adminordrazine}}Adminordrazine&amp;lt;span style=&amp;quot;color:#E0BB00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Admin Intervention&lt;br /&gt;
|Everything&lt;br /&gt;
|When injected into a person, it heals everything, and by everything, I mean EVERYTHING. When used on a handcuffed individual, it even used to break them out of cuffs. When used on a hydroponics tray, it cures all ailments and has a high chance of triggering a mutation.&lt;br /&gt;
|0.5 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Removed Medicines====&lt;br /&gt;
These healing meds used to exist, but have since been removed or renamed for one reason or another. Some servers still use these, but /tg/ does not, and the recipes for them will not work on /tg/.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |How to get&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bicaridine}}Bicaridine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was completely removed from /tg/ July 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Bicaridine}}&lt;br /&gt;
|Brute&lt;br /&gt;
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Kelotane}}Kelotane&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was completely removed from /tg/ July 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Kelotane}}&lt;br /&gt;
|Burn&lt;br /&gt;
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Anti-Toxin}}Anti-Toxin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was completely removed from /tg/ July 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Anti-Toxin}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals 2 toxin damage and removes 1u [[#Toxins|toxin reagents]] per tick. If overdosed deals 2 toxin damage per tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tricordrazine}}Tricordrazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was completely removed from /tg/ July 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Tricordrazine}}&lt;br /&gt;
|All types&lt;br /&gt;
|Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Dexalin}}Dexalin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was completely removed from /tg/ Aug 2019.&amp;lt;br&amp;gt;[[Cyborg#Medical|Medical cyborg]] hypospray and other sources&amp;lt;br&amp;gt;&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Charcoal}}Charcoal&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was replaced with [[#Multiver|Multiver]] Aug 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Charcoal}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when [[#Ingest|ingested]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was replaced with [[#Aiuri|Aiuri]] Aug 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Silver Sulfadiazine}}&lt;br /&gt;
|Burn&lt;br /&gt;
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.&amp;lt;br&amp;gt;On ingestion also deals minor toxin damage.&amp;lt;br&amp;gt;1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|45u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Styptic Powder}}Styptic Powder&amp;lt;span style=&amp;quot;color:#FF9696;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
||Was replaced with [[#Libital|Libital]] Aug 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Styptic Powder}}&lt;br /&gt;
|Brute&lt;br /&gt;
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.&amp;lt;br&amp;gt;On ingestion also deals minor toxin damage.&amp;lt;br&amp;gt;1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|45u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Perfluorodecalin}}Perfluorodecalin&amp;lt;span style=&amp;quot;color:#FF6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was renamed [[#Convermol|Convermol]] Aug 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Perfluorodecalin}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don&#039;t heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|35 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sanguibital}}Sanguibital&amp;lt;span style=&amp;quot;color:#ECEC8D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was replaced with [[#Helbital|Helbital]] Sept 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Sanguibital}}&lt;br /&gt;
|Brute&lt;br /&gt;
|One of the first &amp;quot;Cobbychems&amp;quot;. Only existed on /tg/ for a short while. Removed by Cobby because it wasn&#039;t ever used (except as a poison) and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|35 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ichiyuri}}Ichiyuri&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was replaced with [[#Lenturi|Lenturi]] Oct 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Ichiyuri}}&lt;br /&gt;
|Burn&lt;br /&gt;
|One of the first &amp;quot;Cobbychems&amp;quot;. Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn&#039;t fun to be on. Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 brute and bleeding. The itch will happen more often the longer it&#039;s been in your system.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fiziver}}Fiziver&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was replaced with [[#Seiver|Seiver]] Oct 2019.&amp;lt;br&amp;gt;{{RecursiveChem/Fiziver}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|One of the first &amp;quot;Cobbychems&amp;quot;. Removed by Cobby because &#039;&#039;Fiziver didn&#039;t see much use and I grew to dislike the overall damage mods&#039;&#039;. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it&#039;s been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|11 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Corazone}}Corazone&amp;lt;span style=&amp;quot;color:#F49797;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Name changed to [[#Higadrite|Higadrite]] Nov 2019. &amp;lt;br&amp;gt;{{RecursiveChem/Corazone}}&lt;br /&gt;
|Liver&lt;br /&gt;
|Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for &amp;quot;heart&amp;quot; it had its name changed to [[#Higadrite|Higadrite]] (higado = liver). Protects from liver failure.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lavaland Extract}}Lavaland Extract&amp;lt;span style=&amp;quot;color:#6B372E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Was removed in June, 2020.&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will &amp;lt;s&amp;gt;deal&amp;lt;/s&amp;gt; heal about 2 brute/burn but deal 3 toxin damage per tick. Has very low overdose threshold.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|3 Units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Narcotics==&lt;br /&gt;
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.&lt;br /&gt;
&lt;br /&gt;
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Addiction Points&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Nicotine}}Nicotine&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grown in tobacco or found in cigarettes.&lt;br /&gt;
|N/A&lt;br /&gt;
|Reduces stun times by typically around 20% (depends). Addiction causes bad [[mood]], coughing and [[Status Effects#Jitteriness|jitter]]. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|15 Units&lt;br /&gt;
|Nicotine(18 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Krokodil}}Krokodil&amp;lt;span style=&amp;quot;color:#0064B4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Krokodil}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 380K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Provides messages of calmness and protection.&amp;lt;br&amp;gt;If overdosed it will deal 0.25 Brain and Toxin damage per tick.&amp;lt;br&amp;gt;If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict&#039;s skin falls off, dealing 50 Brute. This turns you into a fake zombie.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 Units&lt;br /&gt;
|Opiods(18 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Methamphetamine}}Methamphetamine&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Methamphetamine}}&lt;br /&gt;
|&#039;&#039;&#039;Required temp:&#039;&#039;&#039; 372K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 380K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 6.5 to 7.5 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.5 &amp;lt;br&amp;gt;Exothermic nature is tied to purity&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.&amp;lt;br&amp;gt;If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.&amp;lt;br&amp;gt;If addicted the subject will constantly [[Status Effects#Jitteriness|jitter]] and drool, before becoming [[Status Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.&amp;lt;br&amp;gt;A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Explosive strength about 0.083 with modifier 5. Can not explode in a body. &lt;br /&gt;
The lower the impurty is, the stronger the exothermic nature of the reaction will be. Keep some buffer handy and keep your pH between the tight window and you should have no problems. &lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|20 Units&lt;br /&gt;
|stimulants(12 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bath Salts}}Bath Salts&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Bath Salts}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 374K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Makes the subject immune to [[Status Effects#Sleep|sleep]] and [[Status Effects#Disables|stuns]], grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status Effects#Hallucinations|hallucinations]] and will lose some motor control.&amp;lt;br&amp;gt;If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.&amp;lt;br&amp;gt;If addicted the subject will [[Status Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status Effects#Hallucinations|hallucinations]], [[Status Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 Units&lt;br /&gt;
|stimulants(25 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Aranesp}}Aranesp&amp;lt;span style=&amp;quot;color:#78FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Aranesp}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|The subject will think they are &amp;quot;amped&amp;quot; and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|stimulants(8 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Happiness}}Happiness&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Happiness}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Suppresses phobias and fills you with ecstatic emotional numbness. Removes [[Status Effects#Jitteriness|jitteriness]], [[Status Effects#Confusion|confusion]] and [[Status Effects#Disgust|disgust]]. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to &amp;quot;insane&amp;quot;.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 Units&lt;br /&gt;
|hallucinogens(18 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Space Drugs}}Space Drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Space Drugs}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|An illegal compound which induces [[Status Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status Effects#Hallucinations|hallucinations]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|hallucinogens(10 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pump-Up}}Pump-Up&amp;lt;span style=&amp;quot;color:#e38e44;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pump-Up}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Reduces [[Status Effects#Knockdown|knockdown]] times from [[Security items#Stun Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Doesn&#039;t affect [[Status Effects#Disables|stuns]] from other sources. 15% chance to cause loss of breath, and 5% to cause some [[Status Effects#Jitteriness|jitter]]. If overdosed has 20% chance of causing loss of breath and 4 stamina damage, 15% to cause 2 toxin, 5% to drop held items, 5% to [[Status Effects#Jitteriness|jitter]] and can also make you drool. Can be found in maintenance [[File:Pump_up_injector.png|link=Special:FilePath/Pump up injector.png]]. (Results in 5 parts instead of 7)&lt;br /&gt;
|1.2 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|stimulants(6 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Maintenance_Tar}}Maintenance Tar&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Maintenance_Tar}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Raw tar, straight from the floor. It can help you with escaping bad situations at the cost of liver damage. Adjusts stuns by -10 and deals 1.5 liver damage each tick. Overdose deals 5 toxin and an additional 3 liver damage. Addiction will later deal toxin damage and make you randomly drop held items. &amp;lt;br&amp;gt;(Results in 3 parts Maintenance Tar and 1 part Sulphuric Acid, instead of 3 or 5)&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|maintenance drugs(5 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Maintenance_Sludge}}Maintenance Sludge&amp;lt;span style=&amp;quot;color:#203d2c;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Maintenance_Sludge}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Makes you more resistant to wounds but causes toxins to accumulate. Deals 0.5 toxin. Overdose deals 1 extra toxin with 10% chance of 5 toxin and vomit. Addiction will later deal more toxin damage and make you randomly drop held items. (Results in 1 part instead of 4)&lt;br /&gt;
|0.8 units per tick&lt;br /&gt;
|25 Units&lt;br /&gt;
|maintenance drugs(8 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Maintenance_Powder}}Maintenance Powder&amp;lt;span style=&amp;quot;color:#ffffff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Maintenance_Powder}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Enhances your mental ability, making you learn stuff a lot faster. Multiplies skill gain depending on volume, but deals 0.1 brain damage. Overdose deals an additional 3 brain damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 1 part instead of 8)&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|15 Units&lt;br /&gt;
|maintenance drugs(14 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Kronkaine}}Kronkaine&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Kronkaine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Instantly heals 4 * volume stamina damage and halves the time it takes to do most actions while it is in your body while causing 0.3 heart damage. Causes adrenal crisis syndrome if you try and purge it with multiver and haloperidol.&lt;br /&gt;
Deals significant heart damage when overdosed.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20 Units&lt;br /&gt;
|stimulants(20 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|bLaSToFF}}bLaSToFF&amp;lt;span style=&amp;quot;color:#9015a9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/bLaSToFF}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Causes you to flip randomly based on volume. Every third flip is a superflip that launches you forward. Every third spin is a super spin that causes nausea but throws anyone grabbing you. Also causes trippy visuals, 0.3 lung damage and reduces knockdowns. When overdosed it causes you spin randomly based on volume and additional 0.3 lung damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|hallucinogens(15 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|SaturnX}}SaturnX&amp;lt;span style=&amp;quot;color:#638b9b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/SaturnX}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Makes the user invisible, although their clothes are still visible. Causes 0.3 liver damage and applies a unique visual effect. When overdosed it causes additional liver damage and causes the user to giggle.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 Units&lt;br /&gt;
|maintenance drugs(20 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|TWitch}}{{anchor|Twitch}}TWitch&amp;lt;span style=&amp;quot;color:#c22a44;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
pH: 3.3&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/TWitch}}&lt;br /&gt;
|N/A&lt;br /&gt;
|A drug originally developed by and for plutonians to assist them during raids. Does not see wide use due to the whole reality-disassociation and heart disease thing afterwards. Can be intentionally overdosed to increase the drug&#039;s effects. (Results in 10 units instead of 17)&amp;lt;br&amp;gt;&amp;quot;Makes the takers of it faster and able to dodge bullets while in their system, to potentially bad side effects.&amp;quot; The consequences of running out of TWitch depend on whether you overdosed. If you did not, you take significant stamina damage. If you did overdose, you take heart damage corresponding to how long you were under the effects. Plausibly lethal if not using a controlled injector.&lt;br /&gt;
|0.013 units per tick &amp;lt;!-- .65 * REAGENTS_METABOLISM, which is 0.2 --&amp;gt;&lt;br /&gt;
|15 Units&lt;br /&gt;
|stimulants(20 points)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|DemonEye}}DemonEye&amp;lt;span style=&amp;quot;color:#af00be;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
pH: 7&amp;lt;span style=&amp;quot;color:#AF14B7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/DemonEye}}&lt;br /&gt;
|N/A&lt;br /&gt;
|A performance enhancing drug originally developed on mars. A favorite among gangs and other outlaws on the planet, though overuse can cause terrible addiction and bodily damage. &amp;quot;A drug that makes you temporarily immune to fear and crit, in exchange for damaging all of your organs and making your veins explode.&amp;quot; (Results in 10 units of DemonEye, 10 units of [[#Insolvent medicinal precipitate|Insolvent Medicinal Precipitate]], and 5 units of [[#Chemical_Isomers|Chemical Isomers]])&lt;br /&gt;
|0.013 units per tick &amp;lt;!-- .65 * REAGENTS_METABOLISM, which is 0.2 --&amp;gt;&lt;br /&gt;
|15 Units&lt;br /&gt;
|stimulants(15 points)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pyrotechnics==&lt;br /&gt;
The manipulation of fire and matter.    &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explosive Strength===&lt;br /&gt;
For chemicals which are explosive, you may notice an &#039;explosive strength&#039; listed in the description. This is a multiplier that directly affects how large of an explosion a given quantity of the reagent will produce. A few types of explosion have a &#039;modifier&#039;, which adds a flat amount to the size of the explosion. By default the outer &#039;light impact&#039; radius of an explosion is equal to √(mod+quantity*strength)*√2, while the heavy impact radius and devastation radius is one half and one quarter of that, respectively. Chemical explosions are not a subject to the standard TTV Bombcap. Eventough it doesn&#039;t have a hardcoded maxcap currently the biggest possible explosion is that of 2100u custom made chemical payload bomb.&lt;br /&gt;
&lt;br /&gt;
Note that all non-standard explosions or other AoE pyrotechnics, such as [[#Flash_Powder|Flash Powder]] or [[#Liquid_Dark_Matter|Liquid Dark Matter]], do not work like this. The scaling and max size of these effects vary on a case-by-case basis.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66; width:150px;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Stabilizing Agent}}Stabilizing Agent&amp;lt;span style=&amp;quot;color:#FFFF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Stabilizing Agent}}&lt;br /&gt;
|&lt;br /&gt;
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. &#039;&#039;&#039;This does not work on everything, so be warned!&#039;&#039;&#039; Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fluorosurfactant}}Fluorosurfactant&amp;lt;span style=&amp;quot;color:#9E6B38;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fluorosurfactant}}&lt;br /&gt;
|&lt;br /&gt;
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob&#039;s exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person&#039;s system. Foam is slippery! Can not react in a body.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Smoke}}Smoke&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Smoke}}&lt;br /&gt;
|&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]].&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Smoke Powder}}Smoke Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Smoke Powder}}&lt;br /&gt;
|&lt;br /&gt;
|The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Flash Powder}}Flash Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Flash Powder}}&lt;br /&gt;
|&lt;br /&gt;
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Phlogiston}}Phlogiston&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Phlogiston}}&lt;br /&gt;
|&lt;br /&gt;
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you&#039;re burning up to 6 fire damage every 2 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Napalm}}Napalm&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Napalm}}&lt;br /&gt;
|&lt;br /&gt;
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sonic Powder}}Sonic Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sonic Powder}}&lt;br /&gt;
|&lt;br /&gt;
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pyrosium}}Pyrosium&amp;lt;span style=&amp;quot;color:#64FAC8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pyrosium}}&lt;br /&gt;
|&lt;br /&gt;
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cryostylane}}Cryostylane&amp;lt;span style=&amp;quot;color:#0000DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Ice|Ice]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Cryogelidia|Cryogelidia]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 8.6&amp;lt;span style=&amp;quot;color:#23b36e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryostylane}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; -200K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 99999K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 4 to 10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;20%&lt;br /&gt;
&amp;lt;br&amp;gt;Strongly endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Induces a cryostasis like state in a patient&#039;s organs, preventing them from decaying while dead. Slows down surgery while in a patient however. Will progressively consume all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to decrease body temperature by 15. &lt;br /&gt;
&#039;&#039;&#039;Special reaction mechanics :&#039;&#039;&#039;The colder it is during the reaction, the lower the purity will be.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.02u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 100%&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Chlorine Trifluoride}}{{anchor|CLF3}}{{anchor|clf3}}Chlorine Trifluoride&amp;lt;span style=&amp;quot;color:#FFC8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Chlorine Trifluoride}}&lt;br /&gt;
|&lt;br /&gt;
|When created it will create a temporary 3x3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can instantly melt floor or floor plating with high amounts. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast however.&lt;br /&gt;
|4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sorium}}Sorium&amp;lt;span style=&amp;quot;color:#5A64C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sorium}}&lt;br /&gt;
|&lt;br /&gt;
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Liquid Dark Matter}}Liquid Dark Matter&amp;lt;span style=&amp;quot;color:#210021;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Liquid Dark Matter}}&lt;br /&gt;
|&lt;br /&gt;
|When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Meth Explosion}}Meth Explosion&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Meth Explosion}}&lt;br /&gt;
|&lt;br /&gt;
|Reagents are 300K (room temperature) by default so this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding [[#Methamphetamine|Meth]]. Can not explode in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Black Powder}}{{anchor|Gunpowder}}Gunpowder&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Gunpowder}}&lt;br /&gt;
|&lt;br /&gt;
|When heated to 474K it sparks, and then creates a violent explosion 5–10 seconds later. Causes [[Status Effects#Hallucinations|hallucinations]] and [[Status Effects#Drugginess|drugginess]] in plasmamen. Has an explosive strength of 0.1 and a modifier of 5. Was originally named &#039;&#039;&#039;Black Powder&#039;&#039;&#039;.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Nitroglycerin}}Nitroglycerin&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Nitroglycerin}}&lt;br /&gt;
|&lt;br /&gt;
| A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can only be stabilized by having [[#Exotic_Stabilizer|Exotic Stabilizer]] (at least 1u per 25u nitroglycerin made) in the container on mix. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|RDX}}RDX&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/RDX}}&lt;br /&gt;
|&lt;br /&gt;
|A military grade explosive. Explodes immediately unless stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of [[#Liquid_Electricity|liquid electricity]] or [[#Teslium|teslium]]. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use [[#Teslium|teslium]]. (200 heated RDX would be same as 100 RDX + 100 [[#Teslium|teslium]] if it wasn&#039;t for the modifiers. )(Results in 1 unit instead of 4)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|TaTP}}TaTP&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/TaTP}}&lt;br /&gt;
|&lt;br /&gt;
|Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having [[#Exotic_Stabilizer|Exotic Stabilizer]] (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. The more units you use the stronger the explosive strength becomes, topping off at 0.67 at around 2100u. (Results in 1 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Penthrite Explosion}}Penthrite Explosion&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Penthrite Explosion}}&lt;br /&gt;
|&lt;br /&gt;
|An explosive reaction involving [[#Penthrite|Penthrite]]. Explodes on heating to 315k. Has an explosive strength of 0.2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Explosion}}Explosion&lt;br /&gt;
|{{RecursiveChem/Explosion}}&lt;br /&gt;
|&lt;br /&gt;
| This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[grenade]] production. Has an explosive strength of 0.05&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Holy Explosion}}Holy Explosion&lt;br /&gt;
|{{RecursiveChem/Holy Explosion}}&lt;br /&gt;
|&lt;br /&gt;
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion with an explosive strength of 0.125, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|EMP}}EMP&lt;br /&gt;
|{{RecursiveChem/EMP}}&lt;br /&gt;
|&lt;br /&gt;
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing and Accessories#Earpieces|headsets]], stuns [[cyborg]]s, disables [[Guide to construction#Security Camera|security cameras]], messes with [[Surgery#Cybernetic Implants|Cybernetics]], randomizes suit sensor settings, burns wearers of some hardsuits and randomly pulses [[Hacking#Hackables|wires]].&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bee Explosion}}Bee Explosion (Beesplosion)&lt;br /&gt;
|{{RecursiveChem/Bee Explosion}}&lt;br /&gt;
|&lt;br /&gt;
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. Doesn&#039;t work in grenades.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Teslium}}Teslium&amp;lt;span style=&amp;quot;color:#20324D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Teslium}}&lt;br /&gt;
|&lt;br /&gt;
|Randomly shocks the victim every 5–30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]&lt;br /&gt;
| 0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tesla Shock}}Tesla Shock&lt;br /&gt;
|{{RecursiveChem/Tesla Shock}}&lt;br /&gt;
|&lt;br /&gt;
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. Teslium amount determines damage and number of bolts. 10u for one bolt, 40u for 2 bolts, and 75u for 3 bolts. Each extra bolt deals more damage than the previous one.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Thermite}}Thermite&amp;lt;span style=&amp;quot;color:#550000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Thermite}}&lt;br /&gt;
|&lt;br /&gt;
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Reagents==&lt;br /&gt;
{{anchor|Other Recipes}}These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of [[grenade]]s, but some can be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ice}}Ice&amp;lt;span style=&amp;quot;color:#3853a4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
||{{RecursiveChem/Ice}}&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; below 274K &amp;lt;br&amp;gt;&lt;br /&gt;
|Chilly!&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Baldium}}Baldium&amp;lt;span style=&amp;quot;color:#ECB2CF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Baldium}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 395K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|If sprayed or splashed on you, it makes you go bald. Keep away from the [[Clown]]! Does nothing when ingested. (Results in 1 unit instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Barbers Aid}}Barber&#039;s Aid&amp;lt;span style=&amp;quot;color:#A86B45;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Barber&#039;s Aid}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bluespace Dust}}Bluespace Dust&amp;lt;span style=&amp;quot;color:#0000CC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Bluespace_Dust}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|BZ Metabolites}}BZ Metabolites&amp;lt;span style=&amp;quot;color:#FAFF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Breathe [[Guide to Atmospherics#BZ|BZ gas]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Does nothing unless you&#039;re a [[changeling]]. Slowly drains a [[Changeling|changeling&#039;s]] chemical storage.&lt;br /&gt;
|0.08 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Concentrated Barber&#039;s Aid}}Concentrated Barber&#039;s Aid&amp;lt;span style=&amp;quot;color:#7A4E33;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Concentrated Barber&#039;s Aid}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Candle}}Candle&lt;br /&gt;
|{{RecursiveChem/Candle}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 374K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Creates a red candle for use in decoration or rituals. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Carbon Dioxide}}Carbon Dioxide&amp;lt;span style=&amp;quot;color:#B0B0B0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Carbon Dioxide}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 777K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Carpet}}Carpet &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Carpet}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[grenade]] or spray bottle. Ingredient in [[#Barber&#039;s Aid|Barber&#039;s Aid]].&amp;lt;br&amp;gt;&lt;br /&gt;
Can be mixed 1:1 with other chemicals to create different types of carpet:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand for list of recipes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}: Black Carpet&amp;lt;br&amp;gt;&lt;br /&gt;
{{Tooltip|[[#Cryostylane|Cryostylane]]|{{RecursiveChem/Cryostylane}}}}: Blue Carpet&amp;lt;br&amp;gt;&lt;br /&gt;
{{Tooltip|[[#Cyanide|Cyanide]]|{{RecursiveChem/Cyanide}}}}: Cyan Carpet&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide to drinks#Green Beer|Green Beer]]: Green Carpet&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide to drinks#Orange Juice|Orange Juice]]: Orange Carpet&amp;lt;br&amp;gt;&lt;br /&gt;
{{Tooltip|[[#Regenerative_Jelly|Regenerative Jelly]]|{{RecursiveChem/Regenerative_Jelly}}}}: Purple Carpet&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Liquid_Gibs|Liquid Gibs]]: Red Carpet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some of the above carpet chemicals can be further refined:&amp;lt;br&amp;gt;&lt;br /&gt;
Black Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Black Carpet&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Blue Carpet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Colorful Reagent}}Colorful Reagent&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Colorful Reagent}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[grenade]] for a &amp;quot;rainbow bomb&amp;quot;.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Condensed Capsaicin}}Condensed Capsaicin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Condensed Capsaicin}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Also known as &amp;quot;pepper spray&amp;quot;. A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing &amp;quot;pepper proof&amp;quot; gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of [[Status Effects#Knockdown|knockdown]], 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of [[Status Effects#Confusion|confusion]] and 10 seconds of slowdown. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Life}}Life&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Life}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates one or multiple pissed off lifeforms. It&#039;s a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Life (Friendly)}}Life (Friendly)&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Life (Friendly)}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cellulose Fibers}}{{anchor|Cellulose}}Cellulose Fibers&lt;br /&gt;
|{{RecursiveChem/Cellulose}}&lt;br /&gt;
| N/A&lt;br /&gt;
|A crystaline polydextrose polymer. Plants swear by this stuff. Used for making [[#Medicated_Suture|Medicated Sutures]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cellulose Carbonization}}Cellulose Carbonization&lt;br /&gt;
|{{RecursiveChem/Cellulose_Carbonization}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 512K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Turns [[#Cellulose|cellulose]] into carbon.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Corgium}}Corgium&lt;br /&gt;
|{{RecursiveChem/Corgium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates your own Corgi!&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Color Powder}}Color Powder&amp;lt;span style=&amp;quot;color:#DA0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grow [[Guide to hydroponics#Rainbow Bunch|Rainbow Bunch]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name &amp;quot;color powder&amp;quot;.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Crayon Powder}}Crayon Powder&amp;lt;span style=&amp;quot;color:#DA0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grind a [[General items#Crayon|crayon]]&lt;br /&gt;
| N/A&lt;br /&gt;
|A variety of [[#Color_Powder|Color Powder]] that works the same except it can&#039;t color mobs. There are several different crayon powder colors.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cryptobiolin}}Cryptobiolin&amp;lt;span style=&amp;quot;color:#ADB5DB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryptobiolin}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Causes [[Status Effects#Confusion|confusion]] and [[Status Effects#Dizziness|dizziness]]. This is essential to make [[#Spaceacillin|Spaceacillin]].&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Drying Agent}}Drying Agent&amp;lt;span style=&amp;quot;color:#A70FFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Drying Agent}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Foaming Agent}}Foaming Agent&amp;lt;span style=&amp;quot;color:#664B63;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Foaming Agent}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Used in [[#Metal Foam|Metal Foam]] production. (Results in 1 unit instead of 2)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Firefighting Foam}}Firefighting Foam&amp;lt;span style=&amp;quot;color:#A6FAFF55;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Firefighting Foam}}&lt;br /&gt;
|&#039;&#039;&#039;Cold reaction&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 200K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 5K &amp;lt;br&amp;gt;&#039;&#039;&#039;pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Very endothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Glitter}}Glitter&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
| Prize from [[Computers#Arcade Machines|arcade machines]]&lt;br /&gt;
|N/A&lt;br /&gt;
|White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake [[Guide to Atmospherics#The Gases and Their Functions|gases]]. Used for pranks. Can be cleaned up with the ordinary [[Janitor#Equipment|cleaning tools]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Glycerol}}Glycerol&amp;lt;span style=&amp;quot;color:#D3B913;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Glycerol}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Gravitum}}Gravitum&amp;lt;span style=&amp;quot;color:#ff0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Gravitum}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Makes you completely weightless as long as it&#039;s in your system. Can be sprayed on objects to make them weightless aswell, for 1 minute per unit. Metabolizes extremely slowly. Paraplegics and clownophobes swear by this stuff.&lt;br /&gt;
|0.04 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Growth Serum}}Growth Serum&amp;lt;span style=&amp;quot;color:#ff0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Growth_Serum}}&lt;br /&gt;
| N/A&lt;br /&gt;
|Makes you larger as long as it&#039;s in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Hollow Water}}Hollow Water&amp;lt;span style=&amp;quot;color:#ff0000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Geyser}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Used in a catalystic reaction where it gets turned into holy water if its mixed with holy water.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Impedrezene}}Impedrezene&amp;lt;span style=&amp;quot;color:#E07DDD;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Impedrezene}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
| A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause [[Status Effects#Drowsiness|drowsiness]]. (Results in 2 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Quantum Hair Dye}}Quantum Hair Dye&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Quantum Hair Dye}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Laughter}}Laughter&amp;lt;span style=&amp;quot;color:#FF4DD2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Laughter}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Causes you to laugh. (Results in 10 units instead of 2)&lt;br /&gt;
|instant&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Magillitis}}Magillitis&amp;lt;span style=&amp;quot;color:#00f041;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Magillitis Serum Autoinjector|Syndicate uplink]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Turns monkeys and humans into gorillas after 10 cycles.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Meat Product}}Meat Product&lt;br /&gt;
|10 parts Liquid Gibs&amp;lt;br&amp;gt; 10 parts Nutriment&amp;lt;br&amp;gt; 10 parts Carbon&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates a slab of chemically processed meat. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Metal Foam}}Metal Foam&lt;br /&gt;
|{{RecursiveChem/Metal Foam}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Metalgen}}Metalgen&lt;br /&gt;
|{{RecursiveChem/Metalgen}}&lt;br /&gt;
|Randomized!&lt;br /&gt;
|Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Metalgen Imprint}}Metalgen Imprint&lt;br /&gt;
|{{RecursiveChem/Metalgen Imprint}}&lt;br /&gt;
|N/A&lt;br /&gt;
|When the this reaction happens, the metalgen used will become imprinted with the used material. The remaining metalgen will still have the same name but will convert items and structures into the imprinted material if it [[#Touch|touches]] them. Note that certain materials, like diamonds, don&#039;t have a liquid form. Silicon will work for glass.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Nanomachines}}Nanomachines&amp;lt;span style=&amp;quot;color:#535E66;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Roburgers from [[Guide to xenobiology#Silver Slime|silver slime extracts]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Inflicts a [[Infections#Simple Diseases|disease]] which turns the victim into a [[cyborg]] with [[Asimov#Core AI Modules|Asimov laws]]. The disease can be cured with an injection of copper.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Smart Foaming Agent}}Smart Foaming Agent&amp;lt;span style=&amp;quot;color:#664B63;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Smart Foaming Agent}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Required to make [[Guide to chemistry#Smart Metal Foam|smart metal foam]]. (Results in 3 units instead of 5)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Smart Metal Foam}}Smart Metal Foam&lt;br /&gt;
|{{RecursiveChem/Smart Metal Foam}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|A &amp;quot;smart&amp;quot; version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn&#039;t encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Nitrous Oxide}}Nitrous Oxide&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Nitrous Oxide}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 525K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form.When heated to 575K it throws things away and then explodes. Will cause [[Status Effects#Drowsiness|drowsiness]] when sprayed on someone. While it is inside of someone, it causes anemia (blood loss), [[Status Effects#Confusion|confusion]], and loss of breath. Spilling this will release gas form N2O into the atmosphere. If during reaction the purity of the N2O dips below 30% it will begin airolating itself.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Silver Solidification}}Silver Solidification&lt;br /&gt;
|{{RecursiveChem/Silver Solidification}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Solidifies a large amount of liquid Silver into a bar. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Gold Solidification}}Gold Solidification&lt;br /&gt;
|{{RecursiveChem/Gold Solidification}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Plasma Solidification}}Plasma Solidification&lt;br /&gt;
|{{RecursiveChem/Plasma Solidification}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Uranium Solidification}}Uranium Solidification&lt;br /&gt;
|{{RecursiveChem/Uranium Solidification}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Solidifies a large amount of liquid Uranium into a sheet. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Plastic Sheets}}Plastic Sheets&lt;br /&gt;
|{{RecursiveChem/Plastic Sheets}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft [[Medical items#Large Water Bottle|plastic bottles]] [[File:large_water_bottle.png]] and other novelties. Be sure to put some plastic sheets in the Protolathe, as plastic is needed for a lot of advanced medical equipment.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Romerol}}Romerol&amp;lt;span style=&amp;quot;color:#123524;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Romerol|Syndicate uplink]]&lt;br /&gt;
|N/A&lt;br /&gt;
| Romerol adds a zombie infection tumor (festering ooze) to the victims&#039; heads. When those victims die, they will revive as [[Zombie#Romerol Zombies|zombies]] who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]]. Can be applied with both [[#Touch|touch]] and [[#Ingest|ingestion]]. The tumor can be removed with [[Surgery#Romerol Tumor|surgery]].&lt;br /&gt;
|instant&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Royal Bee Jelly}}Royal Bee Jelly&amp;lt;span style=&amp;quot;color:#00FF80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Royal Bee Jelly}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Serotrotium}}Serotrotium&amp;lt;span style=&amp;quot;color:#202040;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to hydroponics#Strange Seeds|Strange seeds]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Makes you randomly twitch, drool, moan and gasp.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Soap}}Soap&lt;br /&gt;
|{{RecursiveChem/Soap}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates a bar of soap. Slightly slower at cleaning than with what you can find on the station. Can not react in a body.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Space Cleaner}}Space Cleaner&amp;lt;span style=&amp;quot;color:#A5F0EE;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Space Cleaner}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. Unlike scrubbing tools, this does not clean forensics (fingerprints).&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Spray Tan}}Spray Tan&amp;lt;span style=&amp;quot;color:#FFC080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Spray Tan}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Space Lube}}Space Lube&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Space Lube}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
| Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait.  (Results in 4 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sterilizine}}Sterilizine&amp;lt;span style=&amp;quot;color:#D0EFEE;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sterilizine}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|When applied via touch or vapor, increases the speed of surgical steps by 20%. Useful for surgery in less than ideal conditions.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Synthmeat}}Synthmeat&lt;br /&gt;
|{{RecursiveChem/Synthmeat}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates a slab of synthetic meat.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Medicated Suture}}[[File:Medicated_suture.png]] Medicated Suture&lt;br /&gt;
|{{RecursiveChem/Medicated_Suture}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates a [[Medical items#Medicated Suture|Medicated Suture]].&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Advanced Regenerative Mesh}}[[File:Advanced_regenerative_mesh_closed.png|link=Special:FilePath/Advanced regenerative mesh closed.png]]Advanced Regenerative Mesh&lt;br /&gt;
|{{RecursiveChem/Advanced_Regenerative_Mesh}}&lt;br /&gt;
| N/A&lt;br /&gt;
|Creates an [[Medical items#Advanced Regenerative Mesh|Advanced Regenerative Mesh]].&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mourning_Poultice}}[[File:Mourning_poultice.png|link=Special:FilePath/Mourning poultice.png]]Mourning Poultice&lt;br /&gt;
|{{RecursiveChem/Mourning_Poultice}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Creates a [[Medical items#Mourning Poultice|Mourning Poultice]].&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Organic Slurry}}Organic Slurry&amp;lt;span style=&amp;quot;color:#545000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Dipping a Dead mouse in 3 to 45 units of welding fuel and grinding it down.&lt;br /&gt;
|N/A&lt;br /&gt;
|A mixture of various differently colored fluids. Only works when [[#Ingest|ingested]]. If [[#Inject|injected]], will revert to Welding Fuel. Randomly induces vomiting and later short [[Status Effects#Stun|stuns]] as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pax}}Pax&amp;lt;span style=&amp;quot;color:#AAAAAA55;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pax}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Pacifies by preventing the victim from using {{Combat_Mode}}, certain harmful weapons and only letting them use passive or aggressive {{Grab}}.. Non-harmful weapons such as [[Security items#Disabler|disablers]] still work.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Synthpax}}Synthpax&amp;lt;span style=&amp;quot;color:#AAAAAA55;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]&lt;br /&gt;
|N/A&lt;br /&gt;
||Same as [[#Pax|Pax]] but metabolizes much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Dizzying_Solution}}Dizzying Solution&lt;br /&gt;
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]&lt;br /&gt;
|N/A&lt;br /&gt;
||Makes the target [[Status Effects#Dizziness|dizzy]] and [[Status Effects#Confusion|confused]]. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tranquility}}Tranquility&amp;lt;span style=&amp;quot;color:#9A6750;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Gondola Meat&lt;br /&gt;
|N/A&lt;br /&gt;
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victim&#039;s body and slowly turns them into a Gondola. Can be cured with [[#Condensed_Capsaicin|Condensed Capsaicin]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Liquid Electricity}}{{anchor|Enriched Liquid Electricity}}Liquid Electricity&amp;lt;span style=&amp;quot;color:#97ee63;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Liquid_Electricity}}&lt;br /&gt;
|N/A&lt;br /&gt;
|The blood of Ethereals. Does nothing in non-ethereals unless it&#039;s the &#039;enriched&#039; type found in some plants and food. Enriched Liquid Electricity periodically electrocutes any non-Ethereals that have it in their system. Insulated gloves do not protect against this.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Monkey Powder}}Monkey Powder&lt;br /&gt;
|{{RecursiveChem/Monkey_Powder}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Add 1u water to 50u of this to create a monkey. Gibs monkeys if another monkey spawns inside them. (Results in 5 units instead of 4)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Electrolysis}}Electrolysis&lt;br /&gt;
|{{RecursiveChem/Electrolysis}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Turns the ingredients into 3u hydrogen and 1.5u oxygen.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Scream}}Scream&lt;br /&gt;
|{{RecursiveChem/Scream}}&lt;br /&gt;
|N/A&lt;br /&gt;
|When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Slime Extractification}}Slime Extractification&lt;br /&gt;
|{{RecursiveChem/Slime_Extractification}}&lt;br /&gt;
|N/A&lt;br /&gt;
|The mixture condenses into a [[Guide to xenobiology#Grey Slime|grey slime extract]].&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Virology Recipes===&lt;br /&gt;
These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Virus Rations}} Virus Rations&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Virus Rations}}&lt;br /&gt;
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Virus Food}} Virus Food&amp;lt;span style=&amp;quot;color:#899613;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Virus Food}}&lt;br /&gt;
|Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mutagenic Agar}} Mutagenic Agar&amp;lt;span style=&amp;quot;color:#A3C00F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mutagenic Agar}}&lt;br /&gt;
| Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sucrose Agar}} Sucrose Agar&amp;lt;span style=&amp;quot;color:#41B0C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sucrose Agar}}&lt;br /&gt;
|Used to get a [[Infections|virus]] symptom of level 4.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma&amp;lt;span style=&amp;quot;color:#CEC3C6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Weakened Virus Plasma}}&lt;br /&gt;
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Virus Plasma}} Virus Plasma&amp;lt;span style=&amp;quot;color:#A69DA9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Virus Plasma}}&lt;br /&gt;
|Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Decaying Uranium Gel}}&lt;br /&gt;
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Unstable Uranium Gel}}&lt;br /&gt;
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Stable Uranium Gel}} Stable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Stable Uranium Gel}}&lt;br /&gt;
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Blood Duplication}}{{anchor|Blood}} Blood Duplication&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Blood Duplication}}&lt;br /&gt;
|Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it&#039;s easy to produce and allows you to infinitely create blood for use in chemfactories.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are also chemicals that do nothing, which can be found in [[Guide to hydroponics#Strange Seeds|Strange seeds]]. Example: Plastic Polymers{{anchor|Plastic Polymers}}.&lt;br /&gt;
&lt;br /&gt;
===Mutation Toxins===&lt;br /&gt;
Obtainable through [[Guide to xenobiology|xenobiology]], these chemicals transform humanoids into other [[Guide to races|races]]. It only takes 1u to start the transformation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:100px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Slime Mutation Toxin}}{{anchor|Mutation Toxin}}{{anchor|Imperfect Mutation Toxin}} Imperfect Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to xenobiology#Green Slime|Green slimes]]&lt;br /&gt;
|After 20 cycles (about 4 units) transforms you into a random [[Slimepeople|slimeperson]] subspecies. If you&#039;re already a slimeperson this will randomly change your subspecies. Used to be named &#039;&#039;Slime Mutation Toxin&#039;&#039;.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Unstable Mutation Toxin}}{{anchor|Lizard Mutation Toxin}} Lizard Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to xenobiology#Green Slime|Green slimes]]&lt;br /&gt;
|After 20 cycles (about 4 units) transforms you into a [[Guide to races#Lizardpeople|lizardperson]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to xenobiology#Green Slime|Green slimes]]&lt;br /&gt;
|After 20 cycles (about 4 units) transforms you into a [[Guide to races#Human|human]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to xenobiology#Black Slime|Black slimes]]&lt;br /&gt;
|Makes the victim contract a disease which slowly morphs them into a [[slime]]. The disease can be cured with [[Guide to food#Frost Oil|Frost Oil]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Toxins{{anchor|Toxins}}==&lt;br /&gt;
The deadliest of deadly chemicals. You can get some of these through the traitor uplink. The human liver will quickly purge individual toxins at 3u and under from the bloodstream (1 unit per tick at full liver health). Toxins in the stomach is also taken into consideration, i.e. having  2u in the bloodstream and 10u in the stomach means the purge doesn&#039;t happen. The purge threshold lowers with higher liver damage. All toxins deal liver damage at higher volumes in the body. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; | Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Damage dealt&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Overdose Threshold&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Toxin}}Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Toxin}}&lt;br /&gt;
| N/A&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal 1.5 toxin damage per tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bad Food}}Bad Food&amp;lt;span style=&amp;quot;color:#D6D6D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|From eating poorly made food&lt;br /&gt;
|N/A&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal 0.5 toxin damage per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Chloral Hydrate}}Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chloralax|Chloralax]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;60%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11&amp;lt;span style=&amp;quot;color:#3853a4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Chloral Hydrate}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 200K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 7 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;60%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming&lt;br /&gt;
|Stun, Toxin&lt;br /&gt;
|A powerful sedative which first [[Status Effects#Confusion|confuses]] and makes you [[Status Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to [[Status Effects#Sleep|sleep]]. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Rosenol|Rosenol]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11&amp;lt;span style=&amp;quot;color:#3853a4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mindbreaker Toxin}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 6 to 14&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
|Hallucinations&lt;br /&gt;
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;.&amp;lt;br&amp;gt; For people with the Reality Dissociation Syndrome trait, this will instead suppress [[Status Effects#Hallucinations|hallucinations]]. (Results in 5 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mute Toxin}}Mute Toxin&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12.2&amp;lt;span style=&amp;quot;color:#5a51a2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mute Toxin}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 6 to 14&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
|Speech&lt;br /&gt;
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mime&#039;s Bane}}Mime&#039;s Bane&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1.7&amp;lt;span style=&amp;quot;color:#ef1d26;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mime&#039;s Bane}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 0 to 8&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Gestures&lt;br /&gt;
|Makes the subject unable to gesticulate.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bone Hurting Juice}}Bone Hurting Juice&amp;lt;span style=&amp;quot;color:#AAAAAA77;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3.1&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Bone Hurting Juice}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 5 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Does 7.5 [[Health#Stamina|stamina]] damage per tick. On overdose it has a 4% chance of causing a spike of 20 brute and 200 [[Health#Stamina|stamina]] damage to a random limb, which has a high chance of [[Guide to wounds#Bone Wounds|hurting bones]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|50 Units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mulligan Toxin}}Mulligan Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mulligan Toxin}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Identity&lt;br /&gt;
|Randomizes the subject&#039;s appearance.&lt;br /&gt;
|Infinite&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lexorin}}Lexorin&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1.2&amp;lt;span style=&amp;quot;color:#ef1d26;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lexorin}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 1.8 to 7&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Suffocation&lt;br /&gt;
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to [[Status Effects#Unconscious|pass out]] quickly. Countered by [[#Epinephrine|epinephrine]] which purges 2u lexorin (and 1u of itself) with 20% chance to add 4u [[#Histamine|histamines]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Initropidril}}Initropidril&amp;lt;span style=&amp;quot;color:#7F10C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Poison Kit|Poison Kit]], [[Syndicate Items#Biohazardous Chemical Sprayer|Bioterror Spray]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Cardiac Arrest&lt;br /&gt;
| Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tirizene}}Tirizene&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries&lt;br /&gt;
|N/A&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tiring Solution}}Tiring Solution&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Peacekeeper Cyborgs&lt;br /&gt;
|N/A&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals 10 stamina damage per tick, slowing you down. Won&#039;t go higher than 50 stamina damage.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Polonium}}Polonium&amp;lt;span style=&amp;quot;color:#787878;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Poison Kit|Poison Kit]], [[Syndicate Items#Biohazardous Chemical Sprayer|Bioterror Spray]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Radiation&lt;br /&gt;
|Almost instantly irradiates a victim.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pancuronium}}Pancuronium&amp;lt;span style=&amp;quot;color:#195096;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Poison Kit|Poison Kit]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Stun and Suffocation&lt;br /&gt;
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sodium Thiopental}}Sodium Thiopental&amp;lt;span style=&amp;quot;color:#6496FA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Emagged Borg Hypo, [[Syndicate Items#Poison Kit|Poison Kit]], [[Syndicate Items#Biohazardous Chemical Sprayer|Bioterror Spray]]/Syringe/Dart&lt;br /&gt;
| N/A&lt;br /&gt;
|Knockout and Stamina&lt;br /&gt;
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can&#039;t kill you.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sulfonal}}Sulfonal&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 6&amp;lt;span style=&amp;quot;color:#4cb849;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sulfonal}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 4 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
|Knockout and Toxin&lt;br /&gt;
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Amanitin}}Amanitin&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to hydroponics#Plant reference chart|Destroying Angel]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Delayed Toxin Damage&lt;br /&gt;
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Amatoxin}}Amatoxin&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to hydroponics#Plant reference chart|Fly Amanita]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Toxin Damage&lt;br /&gt;
|Deals 2.5 toxin damage per tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bungotoxin}}Bungotoxin&amp;lt;span style=&amp;quot;color:#EBFF8E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Bungotoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Heart Damage&lt;br /&gt;
|Deals 3 [[Guide to medicine#Organ table|heart]] damage per tick and sets their confusion stat to their dizziness stat. After 12 cycles the victim can randomly start feeling heart spasms, being faint, out of breath, and being in pain.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lead Acetate}}Lead Acetate&amp;lt;span style=&amp;quot;color:#EBFF8E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lead_Acetate}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Brain and ear damage&lt;br /&gt;
|Deals 1 brain and [[Guide to medicine#Organ table|ear]] damage per tick. Tiny chance to cause confusion.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Unstable mutagen}}{{anchor|Unstable_Mutagen}}Unstable mutagen&amp;lt;span style=&amp;quot;color:#00FF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;70%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2.3&amp;lt;span style=&amp;quot;color:#f26724;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Unstable Mutagen}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 3 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;70%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Mutations&lt;br /&gt;
| Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance to activate a dormant bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ Manipulation|liver]].  Also useful for [[Infections|Virology]]. Turns into blood if mixed with blood, due to {{Tooltip|[[#Blood Duplication|Blood Duplication]]|{{RecursiveChem/Blood Duplication}}}}.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lipolicide}}Lipolicide&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Ipecacide|Ipecacide]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;70%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 6&amp;lt;span style=&amp;quot;color:#4cb849;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lipolicide}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 4 to 8.5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;70%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Weight Loss&lt;br /&gt;
| Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Coniine}}Coniine&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
| Death Berries, [[Syndicate Items#Biohazardous Chemical Sprayer|Bioterror Spray]]/Syringe&lt;br /&gt;
|N/A&lt;br /&gt;
|Toxin and breath loss&lt;br /&gt;
|Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to [[#Lexorin|Lexorin]].&lt;br /&gt;
|0.024 units per tick&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Curare}}Curare&amp;lt;span style=&amp;quot;color:#191919;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Poison Kit|Poison Kit]]&lt;br /&gt;
|N/A&lt;br /&gt;
| Paralyzation, Oxygen, and Toxin&lt;br /&gt;
|[[Status Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Histamine}}Histamine&amp;lt;span style=&amp;quot;color:#FA6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Guide to hydroponics#Plant reference chart|Omega Weed]], [[Syndicate Items#Poison Kit|Poison Kit]], [[#Formaldehyde|Formaldehyde]], [[#Venom|Venom]], [[#Itching Powder|Itching Powder]]&lt;br /&gt;
|N/A&lt;br /&gt;
| Brute, toxin, oxyloss and eyesight&lt;br /&gt;
|Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 Units&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Formaldehyde}}Formaldehyde&amp;lt;span style=&amp;quot;color:#B4004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Methanol|Methanol]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2&amp;lt;span style=&amp;quot;color:#f26724;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Formaldehyde}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 420K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 0 to 7&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]]. Preserves corpses from organ decay.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Venom}}Venom&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Poison Kit|Poison Kit]], [[Syndicate Items#Biohazardous Chemical Sprayer|Bioterror Spray]], [[Critters#Giant Spider|Giant Spider]] bites&lt;br /&gt;
|N/A&lt;br /&gt;
|Brute, toxin&lt;br /&gt;
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage &#039;&#039;per volume of venom&#039;&#039; in the body. Has a 15% chance to turn into 5 to 10 units of [[#Histamine|Histamine]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fake Beer}}Fake Beer&amp;lt;span style=&amp;quot;color:#664300;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fake_Beer}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Knockout&lt;br /&gt;
|Instantly puts the victim to [[Status Effects#Sleep|sleep]]. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fentanyl}}Fentanyl&amp;lt;span style=&amp;quot;color:#64916E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 9&amp;lt;span style=&amp;quot;color:#0bb9b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fentanyl}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 674K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 874K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 7 to 11&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;Weakly Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
| Toxin, brain&lt;br /&gt;
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will make the user fall asleep.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cyanide}}Cyanide&amp;lt;span style=&amp;quot;color:#00B4FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 9.3&amp;lt;span style=&amp;quot;color:#0bb9b7;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cyanide}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 380K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 1000K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 9 to 11&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
| Toxin, oxyloss&lt;br /&gt;
|Deals 1.25 toxin damage per tick, with 8% chance to [[Status Effects#Stun|stun]] for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Carpotoxin}}Carpotoxin&amp;lt;span style=&amp;quot;color:#003333;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Carpotoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Toxin&lt;br /&gt;
| Deals 2 toxin damage per tick (unless you are a felinid !) . Can be used to make [[#Rezadone|Rezadone]] and [[Guide to food#Seafood|imitation carpmeat]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Zombie Powder}}Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 13&amp;lt;span style=&amp;quot;color:#63459b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Zombie Powder}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 5 to 14&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
|Fake death, stun&lt;br /&gt;
|If [[#Ingest|ingested]] instantly [[Status Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. If taken any other way than [[#Ingest|ingestion]] it makes you [[Status Effects#Confusion|confused]] and [[Status Effects#Drowsiness|drowsy]] cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ghoul Powder}}Ghoul Powder&amp;lt;span style=&amp;quot;color:#664700;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 14.5&amp;lt;span style=&amp;quot;color:#462c83;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ghoul Powder}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 5 to 14&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
|Fake death&lt;br /&gt;
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Itching Powder}}Itching Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Itching Powder}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 280K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 700K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 5 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;30%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
| Brute, annoyance&lt;br /&gt;
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mint Toxin}}Mint Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland)&lt;br /&gt;
| N/A&lt;br /&gt;
| Conditional death&lt;br /&gt;
|Instantly gibs fat people when ingested.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Slime Jelly}}Slime Jelly&amp;lt;span style=&amp;quot;color:#801E28;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Slime Jelly}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Toxin&lt;br /&gt;
|The base reagent for slime based chemicals. Grinding [[Guide to xenobiology#Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Heparin}}Heparin&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Heparin}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Bleeding&lt;br /&gt;
|A powerful anticoagulant. All open [[Guide to Wounds#Slash Wounds|bleeding wounds]] on the victim will open up and bleed much faster. Increases bleed flow by 0.5. Doesn&#039;t work unless the victim has a [[Guide to Wounds#Slash Wounds|bleeding wound]].&lt;br /&gt;
|0.08 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Rotatium}}{{anchor|Skewium}}Rotatium&amp;lt;span style=&amp;quot;color:#AC88CA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Rotatium}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Toxin&lt;br /&gt;
|After 20 cycles, causes the victim&#039;s screen to display a rocking motion. Deals 0.5 toxin damage per tick. &amp;lt;br&amp;gt;Was previously refinable into Skewium, but skewium was removed from tgstation Oct 2019 for causing client crashes.&lt;br /&gt;
| 0.24 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Spewium}}Spewium&amp;lt;span style=&amp;quot;color:#2F6617;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Syndicate Items#Poison Kit|Poison Kit]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Toxin&lt;br /&gt;
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a 15% chance to eject an organ each tick if overdosing. Requires very high doses.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|29 Units&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Anacea}}Anacea&amp;lt;span style=&amp;quot;color:#3C5133;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;70%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 8&amp;lt;span style=&amp;quot;color:#23b36e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Anacea}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 100K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 6 to 9&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;70%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ consuming &lt;br /&gt;
|Toxin and Purges Medicines&lt;br /&gt;
| Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick.&lt;br /&gt;
|0.032 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fluorosulfuric acid}}{{anchor|Fluorosulfuric Acid}}Fluorosulfuric acid&amp;lt;span style=&amp;quot;color:#5050FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 0&amp;lt;span style=&amp;quot;color:#c6040c;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fluorosulfuric Acid}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 380K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 800K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 0 to 2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Corrosion&lt;br /&gt;
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and (current cycle / 15) burn in body. &amp;quot;Acidpower&amp;quot; 42.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Nitric acid}}{{anchor|Nitric Acid}}Nitric acid&amp;lt;span style=&amp;quot;color:#5050FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Chemical Isomers|Chemical Isomers]]&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse: [[#Toxic monomers|Toxic monomers]] &amp;lt;25%&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Viscous sludge|Viscous sludge]] &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1.3&amp;lt;span style=&amp;quot;color:#ef1d26;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Nitric acid}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 480K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 900K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 0 to 4.1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;50%&lt;br /&gt;
&amp;lt;br&amp;gt;Moderately endothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing &lt;br /&gt;
|Corrosion&lt;br /&gt;
|A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 3 toxin and (volume / 10) burn in body. &amp;quot;Acidpower&amp;quot; 5.  (Results in 2 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Weed Killer}} Weed Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Weed Killer}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills weeds and causes 1 toxin damage per tick to humans.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pest Killer}}Pest Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pest Killer}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide to races#Flypeople|fly people]], each tick.&lt;br /&gt;
|0.4 units per tick.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Plant-B-Gone}}Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Plant-B-Gone}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 100K &amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat temp:&#039;&#039;&#039; 900K &amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH range:&#039;&#039;&#039; 5 to 9 &amp;lt;br&amp;gt;&#039;&#039;&#039;Min purity:&#039;&#039;&#039; 0.3 &amp;lt;br&amp;gt;Mildly exothermic&amp;lt;br&amp;gt;Mildly H+ consuming&lt;br /&gt;
|Toxin&lt;br /&gt;
|A potent herbicide. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide to races#Podpeople|pod people]], each tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Hot_Ice_Slush}}Hot Ice Slush&amp;lt;span style=&amp;quot;color:#724cb8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Hot_Ice_Slush}}&lt;br /&gt;
|N/A&lt;br /&gt;
|Toxin&lt;br /&gt;
| Heats you up, deals 3 toxin damage and increases the plasma volume of [[xeno]]s. Slowly purges [[#Epinephrine|epinephrine]]. Melts into 12 units of liquid form plasma if heated to 30&amp;amp;nbsp;°C (303.15 K).&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique Chemicals==&lt;br /&gt;
These reagents have either a bit more to their use or reaction - making them a bit of unique case&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66; width:120px;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66; width:140px;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Eigenstasium}}Eigenstasium&amp;lt;span style=&amp;quot;color:#5020F4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: [[#Eigenswap|Eigenswap]]&lt;br /&gt;
&amp;lt;br&amp;gt;Failed: [[#Bluespace Dust|Bluespace Dust]] &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3.7&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Eigenstasium}}&lt;br /&gt;
|&#039;&#039;&#039;Min temp:&#039;&#039;&#039; 350K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Overheat:&#039;&#039;&#039; 650K&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Optimal pH:&#039;&#039;&#039; 9 to 12&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unstable purity:&#039;&#039;&#039; &amp;lt;40%&lt;br /&gt;
&amp;lt;br&amp;gt;Extremely exothermic&lt;br /&gt;
&amp;lt;br&amp;gt;H+ producing&lt;br /&gt;
|A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient.&lt;br /&gt;
If the purity of the reagent is over 90%, it will teleport the player to the creation location on consumption (ingestion only)&lt;br /&gt;
Next, it will save the location you took the reagent, and create a blue eigenstate version of your character to signal where you will return to.&lt;br /&gt;
When the reagent leaves a patients bloodstream, it will teleport the player back to the consumption location.&lt;br /&gt;
Dying does not stop processing, you will still return to the consumption location even if dead.&lt;br /&gt;
&lt;br /&gt;
Overdosing causes the stability of your character to split - Teleporting you to a random location close to where you are every second. Afterwards you will slowly become more and more unstable causing various effects. These effects can be reversed/held off by taking stabilising agent, bluespace dust or more eigenstasium.&lt;br /&gt;
&lt;br /&gt;
Spraying this on multiple lockers on the same tile (with an over 80% pure reagent) links the lockers together, creating eigenlockers. Eigenlocker are linked together, teleporting whatever enters them to the next locker in the sequence. You can link as many lockers as you like in a sequence, but you have to have all the lockers on top of each other when you link them. Lockers with a damaged link (i.e. all other lockers in the sequence are destroyed) can be reused in a sequence, but otherwise linked lockers can&#039;t be relinked.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Unreacted purity:&#039;&#039;&#039; 50%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 15u&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impure / Inverse / Failed Chemicals==&lt;br /&gt;
These chemicals can only be created from inoptimal reactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Chemical Isomers}}Chemical Isomers&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Impure chemical isomers made from inoptimal reactions. Causes mild liver damage&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Toxic monomers}}Toxic monomers&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2&amp;lt;span style=&amp;quot;color:#f26724;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
| Inverse reagents are created when a reagent&#039;s purity is below it&#039;s inverse threshold. The are created either during ingestion - which will then replace their associated reagent, or some can be created during the reaction process.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Viscous sludge}}Viscous sludge&amp;lt;span style=&amp;quot;color:#270d03;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impurity: Water&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1.5&amp;lt;span style=&amp;quot;color:#ef1d26;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|A off smelling sludge that&#039;s created when a reaction gets too impure.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Insolvent medicinal precipitate}}Insolvent medicinal precipitate&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 11&amp;lt;span style=&amp;quot;color:#3853a4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|A viscous mess of various medicines. Will heal a damage type at random&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Helgrasp}}Helgrasp&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 14&amp;lt;span style=&amp;quot;color:#462c83;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This rare and forbidden concoction is thought to bring you closer to the grasp of the Norse goddess Hel. Sends Hel&#039;s hands after whomever has the hubris to consume it.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 1u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Libitoil}}Libitoil&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 13.5&amp;lt;span style=&amp;quot;color:#63459b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
| Temporarily interferes a patient&#039;s ability to process alcohol, making them more susceptible to it&#039;s effects.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Metabolic Inhibition Factor}}Metabolic Inhibition Factor&amp;lt;span style=&amp;quot;color:#b3ff00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1&amp;lt;span style=&amp;quot;color:#ef1d26;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This enzyme catalyzes crashes the conversion of nutritious food into [[Guide to food#Peptides|healing peptides]].&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.025u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 10u&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lentslurri}}Lentslurri&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|A highly addicitive muscle relaxant that is made when Lenturi reactions go wrong, this will cause the patient to move slowly.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ichiyuri}}Ichiyuri&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1.7&amp;lt;span style=&amp;quot;color:#ef1d26;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Prolonged exposure to this chemical can cause an overwhelming urge to itch oneself.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Aivime}}Aivime&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3.1&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This reagent is known to interfere with the eyesight of a patient.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Herignis}}Herignis&amp;lt;span style=&amp;quot;color:#ff1818;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 0.8&amp;lt;span style=&amp;quot;color:#c6040c;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This reagent causes a dramatic raise in a patient&#039;s body temperature.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Super Melatonin}}Super Melatonin&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12.5&amp;lt;span style=&amp;quot;color:#5a51a2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This will send the patient to sleep, adding a 25% boost to all healing from medicines in the patient while they are asleep.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Coveroli}}Coveroli&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3.82&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This reagent is known to coat the inside of a patient&#039;s lungs, providing greater protection against hot or cold air.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Technetium 99}}Technetium 99&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2&amp;lt;span style=&amp;quot;color:#f26724;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|A radioactive tracer agent that can improve a scanner&#039;s ability to detect internal organ damage, giving numerical health values of each organ. Also upgrades any health to advanced while it is present. Will irradiate the patient when present very slowly, purging or using a low dose is recommended after use.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.3u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Syrinifergus}}Syrinifergus&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2&amp;lt;span style=&amp;quot;color:#f26724;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This reagent reduces the purity of all non medicines within the patient, reducing their effects by 20%.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Monover}}Monover&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 0.5&amp;lt;span style=&amp;quot;color:#c6040c;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|A toxin treating reagent, that only is effective if it&#039;s the only reagent present in the patient. Heals 0 to 2u/tick depending on it&#039;s purity, however if there are any other reagents in the body other than monover it will deal lung damage instead.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.4u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Nooartrium}}Nooartrium&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 14&amp;lt;span style=&amp;quot;color:#462c83;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|A reagent that is known to stimulate the heart in a dead patient, temporarily bringing back recently dead patients at great cost to their heart. &lt;br /&gt;
While this reagent is within a patient it will keep them alive and damage their heart, but make them temporarily unable to die and enter crit. As they take more damage they move slower and attack slower, and if they get over 500 damage before the reagent is through them their heart will explode at the end.&lt;br /&gt;
Overdosing blows up their heart.&lt;br /&gt;
Requires a functional heart to work.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.05u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 20u&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Strong medicine&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cryogelidia}}Cryogelidia&amp;lt;span style=&amp;quot;color:#03dbfc;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 14&amp;lt;span style=&amp;quot;color:#462c83;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Freezes the live or dead patient in an incuded cryostasis ice block, putting them in stasis for a short period of time.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Eigenswap}}Eigenswap&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 3.3&amp;lt;span style=&amp;quot;color:#fbc314;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|This reagent is known to swap the handedness of a patient, causing items held by the patient to swap between their left and right hands.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ipecacide}}Ipecacide&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|An extremely gross substance that induces vomiting. It is produced when Lipolicide reactions are impure.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.05u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Methanol}}Methanol&amp;lt;span style=&amp;quot;color:#aae7e4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|A light, colourless liquid with a distinct smell. Ingestion can lead to blindness. It is a byproduct of organisms processing impure Formaldehyde.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.05u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Chloralax}}Chloralax&amp;lt;span style=&amp;quot;color:#387774;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|An oily, colorless and slightly toxic liquid. It is produced when impure choral hydrate is broken down inside an organism.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.05u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Rosenol}}Rosenol&amp;lt;span style=&amp;quot;color:#0963ad;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 7&amp;lt;span style=&amp;quot;color:#3aa651;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
| A strange, blue liquid that is produced during impure mindbreaker toxin reactions. Ingesting it will cause the user to do poetry.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mannitoil}}Mannitoil&amp;lt;span style=&amp;quot;color:#CDCDFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 12.4&amp;lt;span style=&amp;quot;color:#5a51a2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Gives the patient a temporary speech impediment which lasts until the reagent is removed from the patient.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Neruwhine}}Neruwhine&amp;lt;span style=&amp;quot;color:#DCDCAA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 13.4&amp;lt;span style=&amp;quot;color:#63459b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
| Induces a temporary brain trauma in the patient by redirecting neuron activity. The trauma lasts as long as they have their reagent in their system.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.025u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Corazargh}}Corazargh&amp;lt;span style=&amp;quot;color:#5F5F5F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 13.5&amp;lt;span style=&amp;quot;color:#63459b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Interferes with the body&#039;s natural pacemaker, forcing the patient to manually beat their heart.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 1u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
&amp;lt;br&amp;gt;Works on the dead&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Prohol}}Prohol&amp;lt;span style=&amp;quot;color:#4C8000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 2&amp;lt;span style=&amp;quot;color:#f26724;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Promotes alcoholic substances within the patients body, making alcohols in a body more potent. Making it an effective reagent to spike someone&#039;s drink with! The longer it&#039;s in their system, the stronger the alcohol will become.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.05u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Oculater}}Oculater&amp;lt;span style=&amp;quot;color:#DDDDDD;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Inverse reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 13&amp;lt;span style=&amp;quot;color:#63459b;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Temporarily blinds the patient while it&#039;s in their system.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.2u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Weak medicine&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tinacusiate}}Tinacusiate&amp;lt;span style=&amp;quot;color:#DDDDFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Impure reagent&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 1&amp;lt;span style=&amp;quot;color:#ef1d26;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Makes the patient&#039;s hearing temporarily funky, making things they hear sound funny.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.04u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Addictions:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;medicine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lavaland Chemicals ==&lt;br /&gt;
Found primarily in Lavaland flora.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Found in&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Entropic Polypnium}}Entropic Polypnium&amp;lt;span style=&amp;quot;color:#1D043D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Mushroom Cap (Inocybe), from tall mushrooms&lt;br /&gt;
|Food&lt;br /&gt;
|20% chance each tick to deal 4 ticks of breath loss, 2 brain damage (max 150), 3 toxin, 10 stamina and blurry eyes. Knocks you unconcious after 10 cycles.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tinea Luxor}}Tinea Luxor&amp;lt;span style=&amp;quot;color:#B5A213;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Tinea_Luxor}}&lt;br /&gt;
|Food&lt;br /&gt;
|Makes the consumer glow.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Vitrium Froth}}Vitrium Froth&amp;lt;span style=&amp;quot;color:#D3A308;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini)&lt;br /&gt;
|Food&lt;br /&gt;
|80% chance to heal 1 burn and 1 brute damage each tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sexy Drugs==&lt;br /&gt;
Aphrodisiacs and the like&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:120px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:170px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66; width:150px;&amp;quot; | Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Crocin}}Crocin&amp;lt;span style=&amp;quot;color:#FFADFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Crocin}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 400K&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; Naturally found in the crocus and gardenia flowers, this drug acts as a natural and safe aphrodisiac.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; Strawberries&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; ?u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Hexacrocin}}Hexacrocin&amp;lt;span style=&amp;quot;color:#FF2BFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Hexacrocin}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 600K&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive for most animals.  Addiction withdrawals can cause brain damage and shortness of breath. Overdose can lead to brain traumas.  Overdose applies a semi-blinding curse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; Liquid Desire&amp;lt;br&amp;gt; &amp;lt;code&amp;gt;//hexacrocin now more dangerous, so higher temperature to prevent clowns making it in ghetto and using smokemachine with it.&amp;lt;/code&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; ?u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 25u&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Camphor}}Camphor&amp;lt;span style=&amp;quot;color:#D9D9D9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Camphor}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 400K&lt;br /&gt;
| This drug is useful if you took a trait that makes you aroused, but aren&#039;t looking for the horny that shift.&amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; Naturally found in some species of evergreen trees, camphor is a waxy substance. When ingested by most animals, it acts as an anaphrodisiac,reducing libido and calming them. Non-habit forming and non-addictive.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; Dull bitterness&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; ?u/tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pentacamphor}}Pentacamphor&amp;lt;span style=&amp;quot;color:#D9D9D9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pentacamphor}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; 500K&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; Tranquil celibacy&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; ?u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 20u&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cum}}Cum&amp;lt;span style=&amp;quot;color:#ffffffff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cum}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; None&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; A fluid secreted by the sexual organs of many species.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; musky and salty &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;this is so cursed, what am I doing with my life?&amp;lt;/span&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; ?u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; none.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Succubus milk}}Succubus milk&amp;lt;span style=&amp;quot;color:#E60584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Succubus Milk}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; None.&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; A volatile collodial mixture derived from milk that encourages mammary production via a potent estrogen mix.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; a milky ice cream like flavour.&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.25u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 17u&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Incubus draft}}Incubus draft&amp;lt;span style=&amp;quot;color:#888888;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Incubus Draft}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; None.&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; A volatile collodial mixture derived from various masculine solutions that encourages a larger gentleman&#039;s package via a potent testosterone mix, formula derived from a collaboration from Fermichem and Doctor Ronald Hyatt, who is well known for his phallus palace.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; chinese dragon powder&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; 0.5u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 17u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Narcotics==&lt;br /&gt;
The one narcotic added by Nova Sector&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:120px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:170px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66; width:150px;&amp;quot; |Reaction conditions&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Chemical properties&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Quaalude}}Quaalude&amp;lt;span style=&amp;quot;color:#ffe669;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;pH: 8&amp;lt;span style=&amp;quot;color:#23b36e;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Quaalude}}&lt;br /&gt;
|&#039;&#039;&#039;Min react temp:&#039;&#039;&#039; None&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; Relaxes the user, putting them in a hypnotic, drugged state. A favorite drug of kids from Brooklyn..&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Taste Description:&#039;&#039;&#039; Lemons&lt;br /&gt;
|&#039;&#039;&#039;Rate:&#039;&#039;&#039; ?u/tick&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OD:&#039;&#039;&#039; 20u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reagent Delivery{{anchor|Reagent Delivery}}==&lt;br /&gt;
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.&lt;br /&gt;
&lt;br /&gt;
===Delivery types===&lt;br /&gt;
There are 5 types of delivery, called &#039;&#039;&#039;ingest&#039;&#039;&#039;, &#039;&#039;&#039;inject&#039;&#039;&#039;, &#039;&#039;&#039;vapor&#039;&#039;&#039;, &#039;&#039;&#039;touch&#039;&#039;&#039; and &#039;&#039;&#039;patch&#039;&#039;&#039;. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ingest====&lt;br /&gt;
Ingesting reagents puts them into the [[Guide to medicine#Organ table|stomach]]. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type ([[Guide to races|race]]). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, [[General items#Vape|e-cigarettes]] and drinking/eating the reagent directly. Inhaling [[#Smoke|smoke]] counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. [[#Probital|Probital]] works best when ingested.&lt;br /&gt;
&lt;br /&gt;
====Inject====&lt;br /&gt;
On inject the reagent simply enters the target&#039;s bloodstream and starts metabolising. Reagents in blood can be [[Surgery#Filter Blood|filtered out]] using surgery. Used by syringes and IV-drips. [[#Syriniver|Syriniver]] works best if injected.&lt;br /&gt;
&lt;br /&gt;
====Vapor====&lt;br /&gt;
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a &amp;quot;vapor&amp;quot; based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples. [[#Hercuri|Hercuri]] works best as vapor.&lt;br /&gt;
&lt;br /&gt;
==== Touch====&lt;br /&gt;
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a &amp;quot;touch&amp;quot; based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), without being blocked by clothing. Nothing at all will enter the target&#039;s bloodstream, with the exception of smoke if the target has no internals on. Currently all &amp;quot;touch&amp;quot; components are also &amp;quot;patch&amp;quot; components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.&lt;br /&gt;
&lt;br /&gt;
====Patch====&lt;br /&gt;
Patch is used by patches and medical gels. The reagent enters the target&#039;s bloodstream entirely AND if the reagent has a &amp;quot;patch&amp;quot; based component, that component will affect the target. Currently all  &amp;quot;patch&amp;quot; components are also &amp;quot;touch&amp;quot; components.&lt;br /&gt;
&lt;br /&gt;
===Smoke vs foam vs others ===&lt;br /&gt;
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. &amp;lt;br&amp;gt;&lt;br /&gt;
====Pills====&lt;br /&gt;
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn&#039;t work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. They hold up to 50u. Aren&#039;t added to bloodstream instantly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Syringes====&lt;br /&gt;
[[Medical items#Syringe|Syringes]] can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn&#039;t work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide to chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Patches====&lt;br /&gt;
Will add all reagents into a person&#039;s bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target&#039;s bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cigarettes====&lt;br /&gt;
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/[[General items#Vape|e-cig]] contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. [[General items#Vape|E-cigarettes]] can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[#Smoke|Smoke]]====&lt;br /&gt;
{{Anchor|Smoke_effect}}&lt;br /&gt;
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals or a gas mask on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud&#039;s duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke example 1:&#039;&#039;&#039; Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn (and take toxin damage), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke example:&#039;&#039;&#039; Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]] component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[#Fluorosurfactant|Foam]]====&lt;br /&gt;
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person&#039;s bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several &#039;ticks&#039;. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted &#039;&#039;after&#039;&#039; dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foam example 1:&#039;&#039;&#039; 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foam example 2:&#039;&#039;&#039; 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn&#039;t matter. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Splashing====&lt;br /&gt;
Throwing a beaker or using {{Rightclick}} on something while holding it will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn&#039;t matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spraying====&lt;br /&gt;
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people&#039;s bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beyond the Dispenser==&lt;br /&gt;
Just because it isn&#039;t found in the dispenser or the guide above doesn&#039;t mean you can&#039;t use it! [[Guide to drinks|Drinks]], [[Guide to xenobiology|slime cores]] and plenty of other things can provide limitless fun for an enterprising and curious chemist.&lt;br /&gt;
&lt;br /&gt;
{{Guides&lt;br /&gt;
|color = #3F7597&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Portable_Chemical_Mixer_(open_128x128).png&amp;diff=10051</id>
		<title>File:Portable Chemical Mixer (open 128x128).png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Portable_Chemical_Mixer_(open_128x128).png&amp;diff=10051"/>
		<updated>2026-08-03T21:54:55Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enhanced size, might work better for certain pages 128x128&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Category:Guides&amp;diff=10049</id>
		<title>Category:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Category:Guides&amp;diff=10049"/>
		<updated>2026-08-03T13:13:14Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Removal of dead links, left some around if we want to bring them back, disabled antags are still include until I decide what I want to do about it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki navbar&lt;br /&gt;
|BGcolor = #13678A&lt;br /&gt;
|LINEcolor = #96D3EE&lt;br /&gt;
&amp;lt;!-- Cell parameters start --&amp;gt;&lt;br /&gt;
&amp;lt;!-- C1 --&amp;gt;&lt;br /&gt;
|C1outBGcolor = #13678A&lt;br /&gt;
|C1outSHA = 0 0 .3em #999&lt;br /&gt;
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|C1outBORDRAD = 0 0 0 .2em&lt;br /&gt;
|C1ICONcolor = #FFF&lt;br /&gt;
&amp;lt;!-- C2 --&amp;gt;&lt;br /&gt;
|C2outBGcolor = #13678A&lt;br /&gt;
|C2outSHA = 0 0 .3em #999&lt;br /&gt;
|C2inBGcolor = #13678A&lt;br /&gt;
|C2lineBGcolor = #96D3EE&lt;br /&gt;
|C2lineWIDTH = 0 .15em 0 0&lt;br /&gt;
|C2inSHA = 0 0 0 #999;&lt;br /&gt;
|C2outBORDRAD = 0 0 0 0&lt;br /&gt;
|C2ICONcolor = #FFF&lt;br /&gt;
&amp;lt;!-- C3 --&amp;gt;&lt;br /&gt;
|C3outBGcolor = #13678A&lt;br /&gt;
|C3outSHA = 0 0 .3em #999&lt;br /&gt;
|C3inBGcolor = #13678A&lt;br /&gt;
|C3lineBGcolor = #96D3EE&lt;br /&gt;
|C3lineWIDTH = 0 0 0 0&lt;br /&gt;
|C3inSHA = 0 0 0 #999;&lt;br /&gt;
|C3outBORDRAD = 0 0 0 0&lt;br /&gt;
|C3ICONcolor = #FFF&lt;br /&gt;
&amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
|C4outBGcolor = #FFF&lt;br /&gt;
|C4outSHA = 0 0 0 #999&lt;br /&gt;
|C4inBGcolor = #13678A1e&lt;br /&gt;
|C4lineBGcolor = #FFF&lt;br /&gt;
|C4lineWIDTH = .2em&lt;br /&gt;
|C4inSHA = 0 0 .3em #999;&lt;br /&gt;
|C4outBORDRAD = .2em .2em .4em .4em&lt;br /&gt;
|C4ICONcolor = #202122&lt;br /&gt;
|C4TEXTcolor = #202122&lt;br /&gt;
&amp;lt;!-- C5 --&amp;gt;&lt;br /&gt;
|C5outBGcolor = #13678A&lt;br /&gt;
|C5outSHA = 0 0 .3em #999&lt;br /&gt;
|C5inBGcolor = #13678A&lt;br /&gt;
|C5lineBGcolor = #96D3EE&lt;br /&gt;
|C5lineWIDTH = 0 .15em 0 0&lt;br /&gt;
|C5inSHA = 0 0 0 #999;&lt;br /&gt;
|C5outBORDRAD = 0 0 0 0&lt;br /&gt;
|C5ICONcolor = #FFF&lt;br /&gt;
&amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
|C6outBGcolor = #13678A&lt;br /&gt;
|C6outSHA = 0 0 .3em #999&lt;br /&gt;
|C6inBGcolor = #13678A&lt;br /&gt;
|C6lineBGcolor = #96D3EE&lt;br /&gt;
|C6lineWIDTH = 0 0 0 0&lt;br /&gt;
|C6inSHA = 0 0 0 #999;&lt;br /&gt;
|C6outBORDRAD = 0 0 .2em 0&lt;br /&gt;
|C6ICONcolor = #FFF&lt;br /&gt;
}}{{Needs revision|reason=Invalid/outdated links, no pictures and slightly bloated.|priority=Medium}}{{GuidesPage}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starter Guides ==&lt;br /&gt;
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]&lt;br /&gt;
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]&lt;br /&gt;
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
*[[File:Terminology.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
*[[File:Paper.png|link=Paper arkdo]] [[Forms &amp;amp; Formatting (Paper Markdown)]]&lt;br /&gt;
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
*[[File:Multiphase_gun_stun.gif|Guide to Head of Staff Equipment]] [[Guide to Head of Staff Equipment]]&lt;br /&gt;
*[[File:Lawbook.png|link=Job specific guidelines]] [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
== Medical Guides ==&lt;br /&gt;
Guides for keeping the crew alive.&lt;br /&gt;
&lt;br /&gt;
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to Wound Tending|Guide to Wound Tending]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[File:Blender.png|link=Guide to Ghetto Chemistry]] [[Guide to Ghetto Chemistry]]&lt;br /&gt;
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[File:hudill.png|16px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Synthetic Surgery]] [[Guide to synthetic surgery|Guide to Synthetic surgery]]&lt;br /&gt;
*[[File:Brain.png|link=Guide to Traumas]] [[Guide to Traumas]]&lt;br /&gt;
&lt;br /&gt;
== Engineering Guides ==&lt;br /&gt;
Guides for constructing, repairing and keeping the station hospitable.&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]&lt;br /&gt;
*[[File:Supermatter shard.png|link=Guide to the Supermatter]] [[Guide to the Supermatter]]&lt;br /&gt;
*[[Gas_turbine|Guide to the Gas Turbine]]&lt;br /&gt;
*[[File:ModernAPC.png|link=APC]] [[Guide to power|Guide to Power]]&lt;br /&gt;
*[[File:AirAlarm.gif|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
== Science Guides ==&lt;br /&gt;
Guides on how to SCIENCE!&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Generic borg.png|link=Guide to robotics]] [[Roboticist|Guide to Robotics]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Synthetic Surgery]] [[Guide to synthetic surgery|Guide to Synthetic surgery]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]&lt;br /&gt;
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]&lt;br /&gt;
*[[File:Nanitechambercontrol.png|link=Guide to Nanites]] [[Guide to Nanites]]&lt;br /&gt;
&lt;br /&gt;
== Security Guides ==&lt;br /&gt;
These guides will help you keep peace on the station.&lt;br /&gt;
&lt;br /&gt;
*[[File:lawbook.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]&lt;br /&gt;
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
By now you&#039;ve probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.&lt;br /&gt;
&lt;br /&gt;
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]&lt;br /&gt;
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]&lt;br /&gt;
*[[File:Cult.png|link=Blood Cult]] [[Blood Cult]]&lt;br /&gt;
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]&lt;br /&gt;
&lt;br /&gt;
== Development and Contribution Guides ==&lt;br /&gt;
*[[File:Blueprint.png|link=Guide to mapping]] [[Guide to mapping|Guide to Mapping]]&lt;br /&gt;
*[[File:Pen.png|link=Guide to contributing to the wiki]] [[Guide to contributing to the wiki|Guide to Contributing to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
These guides didn&#039;t fit into any other category.&lt;br /&gt;
&lt;br /&gt;
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]&lt;br /&gt;
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]&lt;br /&gt;
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[File:Humans.png|32px|link=Guide to races]] [[Guide to races|Guide to Races]]&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to paperwork]] [[Forms_%26_Formatting_(Paper_Markdown)|Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]&lt;br /&gt;
*[[Guide to Smithing and Reagent Forging|Guide to Smithing and Reagent Forging]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|List of Supply Crates]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[File:Turret.PNG|link=Auxiliary Base Construction]] [[Auxiliary Base Construction]]&lt;br /&gt;
*[[File:CableCoils.png]][[Guide_to_wire_art|Guide to Wire Art]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_Black_Market_Dealer&amp;diff=10048</id>
		<title>Guide to Black Market Dealer</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_Black_Market_Dealer&amp;diff=10048"/>
		<updated>2026-08-03T13:00:03Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Fixed hyperlink. The first of many changes, and the return of the Leach.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be looked at, broken links need to be fixed, image in the job header also needs to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 464489&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 464489&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 464489&lt;br /&gt;
 |img = blackmarketdealer.png&lt;br /&gt;
 |stafftype = SPECIAL&lt;br /&gt;
 |jobtitle = Black Market Trader&lt;br /&gt;
 |access = Your dock, your ship&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = Market forces&lt;br /&gt;
 |duties = Find goods, sell goods&lt;br /&gt;
 |guides = [[Ghost_Role_policy#Blackmarket_Dealer|Ghost Role Policy (Black Market Dealer)]]&lt;br /&gt;
 |requirements = Ghost Role, Understanding of Z-Levels&lt;br /&gt;
}}&lt;br /&gt;
{{Special Dept header}}&lt;br /&gt;
[[File:NTlogo.png|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Looking to do some space looting? This page is for you! This guide will give you advise, tips, tricks, and suggestions on how best to salvage the skies and &#039;liberate&#039; them to whoever will buy them!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Market Burst&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Black Market Burst is the heart and soul of your work. Without your ship, you wont be able to do much. Make sure it is protected at all costs //include image of blackmarket burst here for reference image//&lt;br /&gt;
You and your ship will be spawned on an asteroid in the middle of nowhere space. Weather you call this your station, your home, or your hideout is up to you, but in the end it is a place of respite and calm where you can ~~stash valuable and illegal things~~ go back to and relax.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparations are key&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing for your adventure is key. While you may have a gun and a ship, you are not invincible, no matter how much you think you are. There are multiple strategies to going on your space adventures, each with their own advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Get up and go&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arguably the fastest method, the strategy is simple. Grab your gun, suit, tools and ammo, and start searching the cosmos. When doing this you will quickly get into space and be able to find POI&#039;s very quickly, however it does also make you vulnerable. You will not have much support, and you will rely on the space gods to provide you with iron to supply your autolathe at home for ammo, and medical supplies to supply your slowly dying body. You will beat people who go from the station to space, but should you perish, your own hope is that ~~the admins are feeling kind~~ someone from the station finds and saves you. Not a recommended strategy for someone who is not confident in their skills as a space explorer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slow is Smooth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taking your time has its merit in this field of work, and this method is the second most used method for space salvaging. Your station has enough supplies to provide you with the ability to create your own little science lab, where you can turn your ship into a fully functional micro-station. //include image of Black Market Burst in same way Alex Rosewalt sets up black market burst// &lt;br /&gt;
The advantage of this set up is to be prepared for anything. Often times you can find yourself a cyborg friend if you are lucky, and can do everything you could from your station on the ship. This however comes with the obvious downside of taking time. In the time that you are setting up your ship, people from DS-2, freighter, Tarkon or the station itself could have gone out and taken all of the good loot from space, leaving you with the scraps. While you are unlikely to die, you run the risk of being left empty handed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategy, tips, advice&lt;br /&gt;
&lt;br /&gt;
The fact that you are in space, alone, and without help, means that you need to be your own station. You cannot rely on anyone to give you the aid you may need in the vastness of space. &lt;br /&gt;
&lt;br /&gt;
* Trying to grab medical supplies should always be high on your priority list. Ensuring that your health is maxed at all times can be the difference between suffocating on the floor of your ship alone, or barely scraping by enough to heal yourself properly.&lt;br /&gt;
* Ensuring your ammo is topped up and always ready to go is vital. The last possible thing you want to have happen, is being moments away from killing a syndicate gunner, only to hear the most horrible, and dreaded &#039;&#039;click&#039;&#039;...&lt;br /&gt;
* Knowing your locations and what is dangerous and what is useless is excellent knowledge to keep. See a large syndicate looking base? Consider if you have the right weapons, ammo, and skill to get through it, or if you should skip it entirely.&lt;br /&gt;
* Knowing how to properly explore space will give you the best chance to get everything you need. Using &amp;quot;page up&amp;quot; and &amp;quot;page down&amp;quot; on your keyboard will move you through Z levels. &#039;&#039;&#039;KEEP IN MIND ITS NOT PERFECT!&#039;&#039;&#039; Keeping a GPS on you and marking each Z level with a navigation beacon to ensure you have been to each Z level will be best, as sometimes clicking page up or page down will skip a Z level.&lt;br /&gt;
* Scanning every Z level and every area of a Z level will give you the best loot. The moment you think that there is &#039;nothing else here&#039;, there will be, and you leaving it alone, is inviting everyone else to grab that syndicate modsuit/powerful gun/desperately needed food and medical supplies.&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Gas_Turbine&amp;diff=7724</id>
		<title>Gas Turbine</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Gas_Turbine&amp;diff=7724"/>
		<updated>2025-08-23T01:12:23Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Added Gas Turbine page, optimizations can be changed later, further input appreciated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which is a mixture of gases that will burn typically oxygen and plasma in combination but sometimes oxygen and tritium which will then create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A Crowbar if you plan on upgrading the turbine&lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the Plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% Oxygen and 40% Plasma (debatable mix, so feel free to experiment).&lt;br /&gt;
#Max all gas pumps that lead from the Plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe.&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |0.5 Iron Sheets each (Tier1 Protolathe)&lt;br /&gt;
|225 kW&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|562.50 kW&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|1.41 MW&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|3.52 MW&lt;br /&gt;
|781,250 RPM and 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to take input and output of 1.6 MWs power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
{{GuidesPage&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7706</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7706"/>
		<updated>2025-08-02T18:17:29Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: fixed grammar?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which is a mixture of gases that will burn typically oxygen and plasma in combination but sometimes oxygen and tritium which will then create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A Crowbar if you plan on upgrading the turbine&lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the Plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% Oxygen and 40% Plasma (debatable mix, so feel free to experiment).&lt;br /&gt;
#Max all gas pumps that lead from the Plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe.&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |0.5 Iron Sheets each (Tier1 Protolathe)&lt;br /&gt;
|225 kW&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|562.50 kW&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|1.41 MW&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|3.52 MW&lt;br /&gt;
|781,250 RPM and 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to take input and output of 1.6 MWs power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
Alternatively you can use your own layer to ensure you don&#039;t accidentally mix your mix in with others, let&#039;s suppose we use layer five where the O2 to Pure is place an omni coloured gas pump then on the output side use a black layer five regular pipe and bring it down towards the Plasma tank, in this case I&#039;m on Void Raptor so layout may differ.{{GuidesPage&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7705</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7705"/>
		<updated>2025-07-30T02:22:30Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Prepare for final release through creation of new sub heading &amp;quot;Optimizations&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which is a mixture of gases that will burn typically oxygen and plasma in combination but sometimes oxygen and tritium which will then create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A Crowbar if you plan on upgrading the turbine&lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the Plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% Oxygen and 40% Plasma (debatable mix, so feel free to experiment).&lt;br /&gt;
#Max all gas pumps that lead from the Plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe.&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |0.5 Iron Sheets each (Tier1 Protolathe)&lt;br /&gt;
|225 kW&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|562.50 kW&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|1.41 MW&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|3.52 MW&lt;br /&gt;
|781,250 RPM and 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
Alternatively you can use your own layer to ensure you don&#039;t accidentally mix your mix in with others, let&#039;s suppose we use layer five where the O2 to Pure is place an omni coloured gas pump then on the output side use a black layer five regular pipe and bring it down towards the Plasma tank, in this case I&#039;m on Void Raptor so layout may differ.{{GuidesPage&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7704</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7704"/>
		<updated>2025-07-26T14:13:20Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Entered maximum power output, the maximum temperature doesn&amp;#039;t seem to make any real difference as you will never hit those temperatures on a simple burn mix all that matters is the RPM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which is a mixture of gases that will burn typically oxygen and plasma in combination but sometimes oxygen and tritium which will then create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A Crowbar if you plan on upgrading the turbine&lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the Plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% Oxygen and 40% Plasma (debatable mix, so feel free to experiment).&lt;br /&gt;
#Max all gas pumps that lead from the Plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe.&lt;br /&gt;
Alternatively you can use your own layer to ensure you don&#039;t accidentally mix your mix in with others, let&#039;s suppose we use layer five where the O2 to Pure is place an omni coloured gas pump then on the output side use a black layer five regular pipe and bring it down towards the Plasma tank, in this case I&#039;m on Void Raptor so layout may differ.&lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |0.5 Iron Sheets each (Tier1 Protolathe)&lt;br /&gt;
|225 kW&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|562.50 kW&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|1.41 MW&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|3.52 MW&lt;br /&gt;
|781,250 RPM and 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
{{GuidesPage&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7696</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7696"/>
		<updated>2025-07-22T03:21:13Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: fixed language (unprofessional)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which is a mixture of gases that will burn typically oxygen and plasma in combination but sometimes oxygen and tritium which will then create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A Crowbar if you plan on upgrading the turbine&lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the Plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% Oxygen and 40% Plasma (debatable mix, so feel free to experiment).&lt;br /&gt;
#Max all gas pumps that lead from the Plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe.&lt;br /&gt;
Alternatively you can use your own layer to ensure you don&#039;t accidentally mix your mix in with others, let&#039;s suppose we use layer five where the O2 to Pure is place an omni coloured gas pump then on the output side use a black layer five regular pipe and bring it down towards the Plasma tank, in this case I&#039;m on Void Raptor so layout may differ.&lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |0.5 Iron Sheets each (Tier1 Protolathe)&lt;br /&gt;
|225 kW&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|781,250 RPM and 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
{{GuidesPage&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7695</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7695"/>
		<updated>2025-07-21T14:47:52Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: 225 kW tier1 max input&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which is a mixture of gases that will burn typically oxygen and plasma in combination but sometimes oxygen and tritium which will then create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A Crowbar if you plan on upgrading the turbine&lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the Plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% Oxygen and 40% Plasma (debatable mix, so feel free to experiment).&lt;br /&gt;
#Max all gas pumps that lead from the Plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe.&lt;br /&gt;
Alternatively you can use your own layer to ensure you don&#039;t get lynched by other engineers, let&#039;s suppose we use layer five where the O2 to Pure is place an omni coloured gas pump then on the output side use a black layer five regular pipe and bring it down towards the Plasma tank, in this case I&#039;m on Void Raptor so layout may differ.&lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |0.5 Iron Sheets each (Tier1 Protolathe)&lt;br /&gt;
|225 kW&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|781,250 RPM and 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
{{GuidesPage&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Category:Guides&amp;diff=7693</id>
		<title>Category:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Category:Guides&amp;diff=7693"/>
		<updated>2025-07-21T00:02:31Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Redundant Linking (links to self, if problems occur upon further investigation will revert)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki navbar&lt;br /&gt;
|BGcolor = #13678A&lt;br /&gt;
|LINEcolor = #96D3EE&lt;br /&gt;
&amp;lt;!-- Cell parameters start --&amp;gt;&lt;br /&gt;
&amp;lt;!-- C1 --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- C3 --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
|C4outBGcolor = #FFF&lt;br /&gt;
|C4outSHA = 0 0 0 #999&lt;br /&gt;
|C4inBGcolor = #13678A1e&lt;br /&gt;
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|C4lineWIDTH = .2em&lt;br /&gt;
|C4inSHA = 0 0 .3em #999;&lt;br /&gt;
|C4outBORDRAD = .2em .2em .4em .4em&lt;br /&gt;
|C4ICONcolor = #202122&lt;br /&gt;
|C4TEXTcolor = #202122&lt;br /&gt;
&amp;lt;!-- C5 --&amp;gt;&lt;br /&gt;
|C5outBGcolor = #13678A&lt;br /&gt;
|C5outSHA = 0 0 .3em #999&lt;br /&gt;
|C5inBGcolor = #13678A&lt;br /&gt;
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|C5outBORDRAD = 0 0 0 0&lt;br /&gt;
|C5ICONcolor = #FFF&lt;br /&gt;
&amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
|C6outBGcolor = #13678A&lt;br /&gt;
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|C6inBGcolor = #13678A&lt;br /&gt;
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|C6ICONcolor = #FFF&lt;br /&gt;
}}{{Needs revision|reason=Invalid/outdated links, no pictures and slightly bloated.|priority=Medium}}{{GuidesPage}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starter Guides ==&lt;br /&gt;
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]&lt;br /&gt;
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]&lt;br /&gt;
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
*[[File:Terminology.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
*[[File:Paper.png|link=Paper arkdo]] [[Forms &amp;amp; Formatting (Paper Markdown)]]&lt;br /&gt;
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
*[[File:Multiphase_gun_stun.gif|Guide to Head of Staff Equipment]] [[Guide to Head of Staff Equipment]]&lt;br /&gt;
*[[File:Lawbook.png|link=Job specific guidelines]] [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
== Medical Guides ==&lt;br /&gt;
Guides for keeping the crew alive.&lt;br /&gt;
&lt;br /&gt;
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to Wound Tending|Guide to Wound Tending]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[File:Blender.png|link=Guide to Ghetto Chemistry]] [[Guide to Ghetto Chemistry]]&lt;br /&gt;
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[File:hudill.png|16px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Synthetic Surgery]] [[Guide to synthetic surgery|Guide to Synthetic surgery]]&lt;br /&gt;
*[[File:Brain.png|link=Guide to Traumas]] [[Guide to Traumas]]&lt;br /&gt;
&lt;br /&gt;
== Engineering Guides ==&lt;br /&gt;
Guides for constructing, repairing and keeping the station hospitable.&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]&lt;br /&gt;
*[[File:stage1.gif|link=Singularity Engine]] [[Singularity Engine|Guide to the Singularity Engine]]&lt;br /&gt;
*[[File:Tesla.gif|link=Tesla Engine]] [[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[File:Supermatter shard.png|link=Guide to the Supermatter]] [[Guide to the Supermatter]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to the Antimatter]] [[Antimatter Engine|Guide to the Antimatter]]&lt;br /&gt;
*[[Gas_turbine|Guide to the Gas Turbine]]&lt;br /&gt;
*[[File:ModernAPC.png|link=APC]] [[Guide to power|Guide to Power]]&lt;br /&gt;
*[[File:AirAlarm.gif|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
== Science Guides ==&lt;br /&gt;
Guides on how to SCIENCE!&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Generic borg.png|link=Guide to robotics]] [[Roboticist|Guide to Robotics]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Synthetic Surgery]] [[Guide to synthetic surgery|Guide to Synthetic surgery]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]&lt;br /&gt;
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]&lt;br /&gt;
*[[File:Nanitechambercontrol.png|link=Guide to Nanites]] [[Guide to Nanites]]&lt;br /&gt;
*[[File:rapid_shuttle_designator.png|link=Guide to Shuttle Construction]] [[guide_to_shuttle_construction|Guide to Shuttle Construction]]&lt;br /&gt;
&lt;br /&gt;
== Security Guides ==&lt;br /&gt;
These guides will help you keep peace on the station.&lt;br /&gt;
&lt;br /&gt;
*[[File:lawbook.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]&lt;br /&gt;
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]&lt;br /&gt;
*[[File:Donut.png|link=Shitcurity]] [[Shitcurity|Guide to Shitcurity (What NOT to do)]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
By now you&#039;ve probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.&lt;br /&gt;
&lt;br /&gt;
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]&lt;br /&gt;
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]&lt;br /&gt;
*[[File:Cult.png|link=Blood Cult]] [[Blood Cult]]&lt;br /&gt;
*[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Top Secret: Nuclear Operative&#039;s Field Guide]]&lt;br /&gt;
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]&lt;br /&gt;
&lt;br /&gt;
== Development and Contribution Guides ==&lt;br /&gt;
*[[File:Blueprint.png|link=Guide to mapping]] [[Guide to mapping|Guide to Mapping]]&lt;br /&gt;
*[[File:Pen.png|link=Guide to contributing to the wiki]] [[Guide to contributing to the wiki|Guide to Contributing to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
These guides didn&#039;t fit into any other category.&lt;br /&gt;
&lt;br /&gt;
*[[File:Module.png|link=Ai Modules]] [[Ai Modules|Guide to AI Modules]]&lt;br /&gt;
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]&lt;br /&gt;
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]&lt;br /&gt;
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[File:Humans.png|32px|link=Guide to races]] [[Guide to races|Guide to Races]]&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to paperwork]] [[Forms_%26_Formatting_(Paper_Markdown)|Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]&lt;br /&gt;
*[[Guide to Smithing and Reagent Forging|Guide to Smithing and Reagent Forging]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|List of Supply Crates]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[File:Syndicate_tome.png|link=Deep Lore]] [[Deep Lore]]&lt;br /&gt;
*[[File:Turret.PNG|link=Auxiliary Base Construction]] [[Auxiliary Base Construction]]&lt;br /&gt;
*[[File:CableCoils.png]][[Guide_to_wire_art|Guide to Wire Art]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7692</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7692"/>
		<updated>2025-07-21T00:00:01Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|781,250 RPM and 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
{{GuidesPage&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Category:Guides&amp;diff=7690</id>
		<title>Category:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Category:Guides&amp;diff=7690"/>
		<updated>2025-07-20T23:51:07Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Removed Redundant link to it&amp;#039;s own page by creating a new template just for this page (worthless i know)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki navbar&lt;br /&gt;
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}}{{Needs revision|reason=Invalid/outdated links, no pictures and slightly bloated.|priority=Medium}}{{GuidesPage}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starter Guides ==&lt;br /&gt;
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]&lt;br /&gt;
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]&lt;br /&gt;
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
*[[File:Terminology.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
*[[File:Paper.png|link=Paper arkdo]] [[Forms &amp;amp; Formatting (Paper Markdown)]]&lt;br /&gt;
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
*[[File:Multiphase_gun_stun.gif|Guide to Head of Staff Equipment]] [[Guide to Head of Staff Equipment]]&lt;br /&gt;
*[[File:Lawbook.png|link=Job specific guidelines]] [[Job specific guidelines]]&lt;br /&gt;
&lt;br /&gt;
== Medical Guides ==&lt;br /&gt;
Guides for keeping the crew alive.&lt;br /&gt;
&lt;br /&gt;
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to Wound Tending|Guide to Wound Tending]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[File:Blender.png|link=Guide to Ghetto Chemistry]] [[Guide to Ghetto Chemistry]]&lt;br /&gt;
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[File:hudill.png|16px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Synthetic Surgery]] [[Guide to synthetic surgery|Guide to Synthetic surgery]]&lt;br /&gt;
*[[File:Brain.png|link=Guide to Traumas]] [[Guide to Traumas]]&lt;br /&gt;
&lt;br /&gt;
== Engineering Guides ==&lt;br /&gt;
Guides for constructing, repairing and keeping the station hospitable.&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]&lt;br /&gt;
*[[File:stage1.gif|link=Singularity Engine]] [[Singularity Engine|Guide to the Singularity Engine]]&lt;br /&gt;
*[[File:Tesla.gif|link=Tesla Engine]] [[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[File:Supermatter shard.png|link=Guide to the Supermatter]] [[Guide to the Supermatter]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to the Antimatter]] [[Antimatter Engine|Guide to the Antimatter]]&lt;br /&gt;
*[[Gas_turbine|Guide to the Gas Turbine]]&lt;br /&gt;
*[[File:ModernAPC.png|link=APC]] [[Guide to power|Guide to Power]]&lt;br /&gt;
*[[File:AirAlarm.gif|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
== Science Guides ==&lt;br /&gt;
Guides on how to SCIENCE!&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Generic borg.png|link=Guide to robotics]] [[Roboticist|Guide to Robotics]]&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Synthetic Surgery]] [[Guide to synthetic surgery|Guide to Synthetic surgery]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]&lt;br /&gt;
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]&lt;br /&gt;
*[[File:Nanitechambercontrol.png|link=Guide to Nanites]] [[Guide to Nanites]]&lt;br /&gt;
*[[File:rapid_shuttle_designator.png|link=Guide to Shuttle Construction]] [[guide_to_shuttle_construction|Guide to Shuttle Construction]]&lt;br /&gt;
&lt;br /&gt;
== Security Guides ==&lt;br /&gt;
These guides will help you keep peace on the station.&lt;br /&gt;
&lt;br /&gt;
*[[File:lawbook.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]&lt;br /&gt;
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]&lt;br /&gt;
*[[File:Donut.png|link=Shitcurity]] [[Shitcurity|Guide to Shitcurity (What NOT to do)]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
By now you&#039;ve probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.&lt;br /&gt;
&lt;br /&gt;
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]&lt;br /&gt;
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]&lt;br /&gt;
*[[File:Cult.png|link=Blood Cult]] [[Blood Cult]]&lt;br /&gt;
*[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Top Secret: Nuclear Operative&#039;s Field Guide]]&lt;br /&gt;
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]&lt;br /&gt;
&lt;br /&gt;
== Development and Contribution Guides ==&lt;br /&gt;
*[[File:Blueprint.png|link=Guide to mapping]] [[Guide to mapping|Guide to Mapping]]&lt;br /&gt;
*[[File:Pen.png|link=Guide to contributing to the wiki]] [[Guide to contributing to the wiki|Guide to Contributing to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
These guides didn&#039;t fit into any other category.&lt;br /&gt;
&lt;br /&gt;
*[[File:Module.png|link=Ai Modules]] [[Ai Modules|Guide to AI Modules]]&lt;br /&gt;
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]&lt;br /&gt;
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]&lt;br /&gt;
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[File:Humans.png|32px|link=Guide to races]] [[Guide to races|Guide to Races]]&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to paperwork]] [[Forms_%26_Formatting_(Paper_Markdown)|Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]&lt;br /&gt;
*[[Guide to Smithing and Reagent Forging|Guide to Smithing and Reagent Forging]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|List of Supply Crates]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[File:Syndicate_tome.png|link=Deep Lore]] [[Deep Lore]]&lt;br /&gt;
*[[File:Turret.PNG|link=Auxiliary Base Construction]] [[Auxiliary Base Construction]]&lt;br /&gt;
*[[File:CableCoils.png]][[Guide_to_wire_art|Guide to Wire Art]]&lt;br /&gt;
&lt;br /&gt;
While you&#039;re here, be sure to check out the [[:Category:Guides|category page]] as it may contain some things that aren&#039;t listed here.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:GuidesPage&amp;diff=7689</id>
		<title>Template:GuidesPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:GuidesPage&amp;diff=7689"/>
		<updated>2025-07-20T23:45:27Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Creates the Guides Page, which excludes the &amp;quot;For More Guides Click Here Link&amp;quot; despite already being on the guides page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em 0 0 0; border: .2em solid {{{color|#13678A}}}; background: {{{color|#13678A}}};&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{{color|#13678A}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em; font-size: 110%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--STARTER GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #808080; background: #808080;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #808080; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Starter guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #808080; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #8080801e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
* [[How Do I get into Nova Sector?|How Do I Get Into Nova Sector?]]&lt;br /&gt;
* [[Rules|The Rules]]&lt;br /&gt;
* [[Starter guide|Starter Guide]]&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
* [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
* [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
* [[Combat Mode|Guide to Combat mode]]&lt;br /&gt;
* [[HUD|Guide to HUD Icons]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MEDICAL GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #3F7597; background: #3F7597;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #3F7597; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Medical guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #3F7597; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #3F75971e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Medical Doctor|Medical Policy]]&lt;br /&gt;
*[[Guide to medicine|Guide to Medicine]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Traumas]]&lt;br /&gt;
*[[Guide to Wounds]]&lt;br /&gt;
*[[Infections|Guide to Diseases]]&lt;br /&gt;
*[[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Ghetto Chemistry]]&lt;br /&gt;
*[[Guide_to_plumbing|Guide to Plumbing]]&lt;br /&gt;
*[[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[Guide to Mediguns]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ENGINEERING GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #FF9D00; background: #FF9D00;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #FF9D00; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #FF9D00; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #FF9D001e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to power|Guide to Power]]&lt;br /&gt;
*[[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Gas_turbine|Guide to the Gas Turbine]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to the Supermatter|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--SCIENCE GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #A06DA0; background: #A06DA0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #A06DA0; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Science guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #A06DA0; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #A06DA01e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to robotics|Guide to Robotics]]&lt;br /&gt;
*[[Guide to synthetic surgery|Guide to Synthetic Surgery]]&lt;br /&gt;
*[[Guide to Ordnance|Guide to Ordnance]]&lt;br /&gt;
*[[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to cytology|Guide to Cytology]]&lt;br /&gt;
*[[AI Module|Guide to AI Modules and Laws]]&lt;br /&gt;
*[[Guide to Circuits]]&lt;br /&gt;
*[[Guide to Xenoarchaeology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--SECURITY GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #486091; background: #486091;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #486091; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Security guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #486091; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #4860911e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Security Policy]]&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Contraband|Guide to Contraband]]&lt;br /&gt;
*[[Guide to security|Guide to Security]]&lt;br /&gt;
*[[Guide to Trials]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANTAGONIST GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #8B0000; background: #8B0000;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #8B0000; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Antagonist guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #8B0000; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #8B00001e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Antagonist Policy]]&lt;br /&gt;
*[[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Contraband|Guide to Contraband]]&lt;br /&gt;
*[[Guide to Combat]]&lt;br /&gt;
*[[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[Syndicate Items]]&lt;br /&gt;
*[[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[Heretic|Guide to Heretic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--OTHER GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #03870C; background: #03870C;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #03870C; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Other guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #03870C; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #03870C1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[Guide to races|Guide to Races]]&lt;br /&gt;
*[[Guide to food|Guide to Food]]&lt;br /&gt;
*[[Guide to drinks|Guide to Drinks]]&lt;br /&gt;
*[[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[Guide to paperwork|Guide to Paperwork]]&lt;br /&gt;
*[[Random events|Random Events]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Policies#Departmental_Policies|Cargo Policy]]&lt;br /&gt;
*[[Guide to Space Exploration]]&lt;br /&gt;
*[[Guide to Smithing and Reagent Forging]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DEVELOPMENT GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #5589c5; background: #5589c5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #5589c5; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Development guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #5589c5; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #5589c51e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to mapping|Guide to Mapping]]&lt;br /&gt;
*[[Guide to contributing to the wiki|Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Guide to setting up your coding environment and How To Run A Test Server|Guide to setting up a server (and Github)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7688</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7688"/>
		<updated>2025-07-20T21:35:51Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Obey your boss (Added Guides Navigation if you wanted to read more on the other guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|781,250 RPM AND 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7687</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7687"/>
		<updated>2025-07-20T21:26:16Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Added Gas Turbine at Tier 4 generation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
[[File:GasTurbineOutput.png|thumb|Gas Turbine at Tier 4]]&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|781,250 RPM AND 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:GasTurbineOutput.png&amp;diff=7686</id>
		<title>File:GasTurbineOutput.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:GasTurbineOutput.png&amp;diff=7686"/>
		<updated>2025-07-20T21:25:21Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uses 64 O2:36 Plasma at a regulator of 25%&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7685</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7685"/>
		<updated>2025-07-20T21:20:49Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Added Max Turbine Speed and Temperature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|125,000 RPM and 435,276 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|312,500 RPM and 5,841,410 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|781,250 RPM AND 131,771,000 Kelvin&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7684</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7684"/>
		<updated>2025-07-20T12:49:39Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Changed values and added new RPM, and Temperature Table for upgrades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 50,000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
!Max Turbine Speed (RPM) and Temperature (Kelvin)&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50,000 RPM and 50,000 Kelvin&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7683</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7683"/>
		<updated>2025-07-20T12:38:23Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Added Tier1/Maximum power input, pending research on parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 125000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
!Maximum Power Output&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Honkmanemoji.png&amp;diff=7426</id>
		<title>File:Honkmanemoji.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Honkmanemoji.png&amp;diff=7426"/>
		<updated>2025-07-18T12:35:27Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: upscaled version of the emoji&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
upscaled version of the emoji&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains&amp;diff=7425</id>
		<title>User:EmiliaPains</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains&amp;diff=7425"/>
		<updated>2025-07-18T09:08:27Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: added cow image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;you found me congrats :P&lt;br /&gt;
&lt;br /&gt;
[[File:CowMoji.png|thumb|15x15px]]&lt;br /&gt;
Test:&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:CowMoji.png&amp;diff=7424</id>
		<title>File:CowMoji.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:CowMoji.png&amp;diff=7424"/>
		<updated>2025-07-18T09:07:20Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Cow Emoji from NovaSector-master/data/spritesheets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cow Emoji from NovaSector-master/data/spritesheets&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Solars&amp;diff=7423</id>
		<title>Solars</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Solars&amp;diff=7423"/>
		<updated>2025-07-18T06:36:26Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Added Solars Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Engineering Dept header}}&lt;br /&gt;
[[File:SolarVoidRaptor.png|thumb|505x505px|A typical solar array]]&lt;br /&gt;
&lt;br /&gt;
==The Forgotten Power Source==&lt;br /&gt;
Solars often are fully neglected by but a few people, and for slightly dangerous reasons (covered in a lower section). HOWEVER, they are the safest way to generate power for the whole station! And, if there was a blackout of power already, they will always have power until hooked up, and can provide the engine APC a charge until it is set up itself.&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
There are four solar arrays on the station. The first, and easiest to configure, is on the rightmost side of the station just below the escape shuttle port (Aft Starboard Array). The second is located &amp;quot;north&amp;quot; of the chapel (Fore Starboard Array). The third can be found to the left of engineering (Aft Port Array). The fourth is best accessed by going through the left maintenance door of the tool storage area (Fore Port Array).&lt;br /&gt;
&lt;br /&gt;
===Connecting the Arrays===&lt;br /&gt;
You need:&lt;br /&gt;
*Several cable coils&lt;br /&gt;
*One space suit or modsuit&lt;br /&gt;
*One crowbar to open doors if the power is out.&lt;br /&gt;
*Optionally, a large stack of metal from which to make floor tiles so as to protect your newly placed wiring from [[traitor|easy tampering]].&lt;br /&gt;
&lt;br /&gt;
Nanotrasen engineers are renowned for their shoddy craftsmanship and poor work ethic. You will find that none of the four solar arrays have been connected to the station. You will need to connect the solar panels and the solar tracker to the wire leading from the station. To wire a tile, hold a cable coil in hand and click a tile. Connect the solar arrays and solar tracker to the station. &lt;br /&gt;
&lt;br /&gt;
See [[Guide_to_construction#How_Do_I_Wire.3F|How Do I Wire]] for a guide on how to wire.&lt;br /&gt;
&lt;br /&gt;
===Calibrating the Arrays===&lt;br /&gt;
&lt;br /&gt;
Once you have wired an array, you need to calibrate the tracking and power so that it actually produces energy. Apparently, our space station is rotating or in orbit around something (no one really knows for sure). This means that the solar panels need to constantly rotate to face toward the sun. Click on the [[Computers#Solars_Control|Solar Control CPU]] and set it to auto-tracking. You should see a degree displayed at the top ranging from 0 to 359; this is the current direction of the sun. &lt;br /&gt;
&lt;br /&gt;
*0 degrees = North&lt;br /&gt;
*90 degrees = East&lt;br /&gt;
*180 degrees = South&lt;br /&gt;
*270 degrees = West&lt;br /&gt;
&lt;br /&gt;
(The consoles are a bit glitchy so you might have to turn off auto-tracking then turn it on again before the panels start to rotate). Also, auto rotation is not smooth, it jumps about every 20 seconds. Keep this in mind if it seems like nothing is happening.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to use manual tracking!! The only time you will ever need to manually calibrate a solar array is when a meteor or traitor destroys the tracking unit.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that &#039;&#039;&#039;THE STATION BLOCKS SUNLIGHT!&#039;&#039;&#039; This is the biggest cause of solar fail known to spessmen. When the panels of an array face the sun (and are correctly wired) they produce about 90,000 Watts of power. However, if the station is between the panels and the sun, they produce 0 Watts of power. This means that as the panels rotate with auto-tracking, they move through a series of power levels ranging from 90k (full sun) to nothing (station obscures sun). The rotation cycle takes roughly 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
Why is this important?&lt;br /&gt;
&lt;br /&gt;
Because of the battery! See that big white thing in the solar control room? That&#039;s the SMES cell. It&#039;s a battery used for holding solar energy and transferring it to the station. Click on the battery and you get a window with input, output, and charging options.  &lt;br /&gt;
&lt;br /&gt;
===Important Battery Facts===&lt;br /&gt;
Solar batteries (SMES cells) start at 20% power but if the engine is off the station drains them to 0% in a few minutes. An input of 90,000 watts (full sun) might charge the battery for a little while, but once the sunlight is blocked by the station the battery charge begins to drain. &lt;br /&gt;
&lt;br /&gt;
==== (Optional) Skipping the SMES Cells ====&lt;br /&gt;
You can optionally reroute the wiring and skip the whole battery setup! Just recognize two wires: The wire coming from the Solar Control CPU and going to the SMES cell, and the other wire coming from the SMES cell and going to the station power grid. Connect these two wires and voilá! You have skipped the SMES cell and saved yourself a lot of time. No need to turn that pesky SMES on at all, just configure the Solar Control CPU and you&#039;re done, time to move to the next set of solars!&lt;br /&gt;
&lt;br /&gt;
BUT there is one big downside to this: the station powergrid now holds about 400 kW of power, which is almost enough to put someone into instant crit. Not a good thing if you have [[Game_Mode#AI_Malfunction|shocked doors]] or [[Clown|someone]] exposes those electrified grilles inside windows.&lt;br /&gt;
&lt;br /&gt;
===Setting up the SMES===&lt;br /&gt;
&lt;br /&gt;
After you have wired the array, set tracking to auto, and verified that the panels are indeed rotating, set the battery like so:&lt;br /&gt;
&lt;br /&gt;
Charging: Auto&lt;br /&gt;
&lt;br /&gt;
Input: Maxed at 200 kW&lt;br /&gt;
&lt;br /&gt;
Output: 50 kW&lt;br /&gt;
&lt;br /&gt;
==Important MetaStation fact==&lt;br /&gt;
Setting the solars is slightly different in MetaStation. Engineering&#039;s solar starts like the other station&#039;s, with you just needing to wire them as usual. On Cargo&#039;s solars, the shuttle has broken the solar in half; you have to bridge the gap with metal rods. You can use your wirecutter on nearby catwalks to cut them to iron rods; just use the iron rod twice on a space tile to be able to put wires on it.&lt;br /&gt;
&lt;br /&gt;
The chapel and science solars are actually half un-built; in the room where the solar control computer is you&#039;ll find a handful of boxes. These boxes contain Solar Assembly and glass, while in the chapel half of the solars are missing while in Science all of them are!&lt;br /&gt;
To fix the solars, pull the crate into space. Pick up the assembly and drop them into place (the blue tiles). Afterwards, use the wrench to wrench them into place, then use glass on them. &lt;br /&gt;
Afterwards, wire them as normal.&lt;br /&gt;
&lt;br /&gt;
Remember to click &amp;quot;Check for New Hardware&amp;quot; and to setup the SMES on your way out.&lt;br /&gt;
&lt;br /&gt;
==DANGER WILL ROBINSON==&lt;br /&gt;
There are a few dangers on the solars, one being the electrical wires if you forgot to wear insulated gloves: never forget or you will get zapped! In addition, you are vulnerable and alone. This leaves you an easy target for those pesky [[space carp]]s and/or space-walking [[traitor|attackers]] that need a new cover identity. Finally, there is the chance to misstep and go drifting off through space. This hazard is easily solved if you act quickly. Simply throw something in the direction of your flight path, like shoes, or a pen. The equal and opposite reaction will start pushing you in the other direction!&lt;br /&gt;
{{Guides&lt;br /&gt;
|color = #FF9D00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7422</id>
		<title>Guide to power</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7422"/>
		<updated>2025-07-18T06:35:33Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Added Solars Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Needs revision | reason=This is twice ported from TG and Yogstation wiki. Needs a once-over for inaccuracies between servers, plus missing power values, plus revision for the additional SMES in engineering.}}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Understanding the intricacies of the power dynamic in the station is key to keeping the station in order. Many, especially the [[Head of Personnel|HoP]], believe that the [[Captain]] is the seat of power on the station. This is untrue as having the Captain wired into the station&#039;s power grid provides minimal power at best. &lt;br /&gt;
&lt;br /&gt;
The real source of power comes from [[Engineering]] because without [[Station Engineer]]s to set up the power sources at the beginning of a shift, the station would cease to function normally and devolve into a degenerative society with no more power than a uncivilized horde of lowly [[Assistant]]s, who, it should be noted, also provide even less power when wired directly to the grid.&lt;br /&gt;
&lt;br /&gt;
= Power Sources =&lt;br /&gt;
&lt;br /&gt;
== [[Supermatter| Supermatter Engine]] ==&lt;br /&gt;
The supermatter is a giant pile of exotic material capable of emitting both ionizing radiation and (flammable) gases. While the generation of these elements is normally rather low, the supermatter can be &amp;quot;activated&amp;quot; into releasing more by, well, most anything: even gasses can start the delamination process if they hold enough energy (heat, usually). You see where this is going? That&#039;s right, self-induced chain reactions. Your main job as an engineer will be to cool the supermatter down to prevent it from exploding (luckily a very easy job), while simultaneously exciting it to harvest arcs of electricity. It&#039;s not an unforgiving engine, some would say it&#039;s even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.&lt;br /&gt;
&lt;br /&gt;
== Singularity/Tesla Engine ==&lt;br /&gt;
&#039;&#039;&#039;Removed as of August 14th, 2020. &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Expand to see removed engines.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Singularity_engine.png|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
=== [[Singularity Engine]] ===&lt;br /&gt;
The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called &amp;quot;plasma&amp;quot; so as to generate electricity. The more plasma available, and the stronger and more frequent the pulses, the more power is generated. The net power output can be measured directly by using a multitool on the collector&#039;s wire, checking the first SMES unit connected for available power, or by looking it up on a power monitoring console (though the latter will give skewed results if other power sources such as solars are connected).&lt;br /&gt;
&lt;br /&gt;
=== [[Tesla Engine]] ===&lt;br /&gt;
This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla generators, and will generally flow along the most conductive/least resisting path. Metal structures are prime target for its strikes, and grounding rods are the safest there is, drawing arcs to themselves and subsequently dissipating them into the whole station. The latter are regularly used to direct lighting through tesla generators, and are best deployed between the engine and anything you hold dear.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Solar Arrays ==&lt;br /&gt;
[[File:SolarVoidRaptor.png|thumb|300x300px|Solars on Voidraptor]]&lt;br /&gt;
&#039;&#039;See [[Solars]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The solar arrays act as a secondary power source. They are composed of 60 panels per array and there are 4 arrays on the station. Each panel can produce 1.5 kW of power for a total of 90 kW per array. &lt;br /&gt;
&lt;br /&gt;
The solar arrays only produce power when directly facing the local star. (The star is off-screen from the station and cannot be located by the player directly.) A solar tracking module can be wired into the solar array circuitry, and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the station revolves around the star (which, again, is unseen by the player), the solar arrays often land in the shadow of the station which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. Because of the solar cycle, a given array will be able to generate power about 50% (estimated but unconfirmed) of the time, which can be translated to an average 45 kW per unit time, rather than the full 90 kW.&lt;br /&gt;
&lt;br /&gt;
The solar panels themselves can be, and often are, broken by debris floating in space. Each broken panel reduces the total power generation of the array.&lt;br /&gt;
&lt;br /&gt;
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Solar Power Generated&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot;|Maximum !! Average&lt;br /&gt;
|+&lt;br /&gt;
! per panel !! per array !! per array&lt;br /&gt;
|- &lt;br /&gt;
| 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Connecting Solars to the Grid ===&lt;br /&gt;
&lt;br /&gt;
There are two main schools of thought when wiring the solar arrays: &lt;br /&gt;
&lt;br /&gt;
* use the Solar SMESs to distribute power into the grid.&lt;br /&gt;
* wire the solar array directly into the power grid.&lt;br /&gt;
&lt;br /&gt;
==== Distributing via SMESs ====&lt;br /&gt;
&lt;br /&gt;
Distributing solar power through the SMESs is the generally preferred method of wiring the solars, mainly because it provides a steady power output and requires no extra wiring. One benefit of the pre-laid wiring to the SMES is that during a night cycle of the solar array the Engineer does not need insulated gloves to wire the solar array.&lt;br /&gt;
&lt;br /&gt;
The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW.   &lt;br /&gt;
  &lt;br /&gt;
The output on the SMES should be at most 50% of the 90 kW generated by the cells due to the revolution of the station around the local star (percentage estimated but unconfirmed). Since the solar has to collect enough energy in the day cycle of the array to output for both day and night, it&#039;s usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won&#039;t be able to collect enough to keep it charged for the first night cycle, resulting in a little bit of lag in the output of the solars.  &lt;br /&gt;
For example, if solar cells generate 85500 W (85.5 kW), the output shouldn&#039;t be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output.  &lt;br /&gt;
  &lt;br /&gt;
If more power storage is desired, say in the initial stage of the set-up, the engineer may want to reduce or even eliminate power output for the first few solar cycles, before setting the long-term power output. &lt;br /&gt;
  &lt;br /&gt;
Once all four Solar SMESs are adequately charged and outputting long-term power, they will provide a very dependable power output with almost no oversight needed. In our example, the station would receive 160 kW (4 arrays x 40 kW SMES output) from solars, which is usually more than enough to sustain the station on its own without the engine. This system is also modular, so that even if only three out of four Solar SMESs are used, the total power output is reduced accordingly but still completely steady.&lt;br /&gt;
&lt;br /&gt;
That being said, if unchecked, power sinks can drain the solar SMESs, which if depleted would need to go through a solar cycle again before being able to provide steady, adequate power to the station.  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Lag due to first night cycle and initial SMES charging, prone to being set up improperly, some power loss to correct for potentially broken panels, can be drained by power sinks.&lt;br /&gt;
&lt;br /&gt;
==== Wiring to the Grid ====&lt;br /&gt;
&lt;br /&gt;
Wiring the solar arrays directly to the grid is often used as a more straight-forward approach to hooking up the solars, which benefits the Engineer by bypassing the intricacies of the SMES and generating a generally larger power output but at the expense of a less steady, less modular electrical source. This is often helpful in the emergency circumstances where the supermatter crystal has delaminated, taking out the whole of Engineering with it, or when the Singularity or Tesla gets loose.&lt;br /&gt;
&lt;br /&gt;
To achieve this, the Engineer usually just wires together the cable leading from the array directly to the cable leading out from the solar maintenance room. Typically, insulated gloves are a necessity since the Engineer will need to tap the solar power lines into the main power grid. However, as easy as that sounds, rookie Engineers tend to mangle the wiring so much that the array power lines never make it to the grid.&lt;br /&gt;
&lt;br /&gt;
Once all the arrays are wired, and because of the day-night cycle, on average, about two solar arrays worth of power will be generated at any given time, equating to about 180 kW of power. However, the exact number will fluctuate depending on how much light reaches individual panels. Additionally, if not all of the solars are wired to the grid, the output will be drastically lower and may cause brown outs in the station.  &lt;br /&gt;
  &lt;br /&gt;
On the plus side, wiring the solars directly to the grid prevents wiring sabotage since anyone cutting the wires also needs insulated gloves. Also, power sinks pose little risk as the solar power is immediate and not distributed from an SMES.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;  Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.&lt;br /&gt;
&lt;br /&gt;
==== Dual-Wiring: The Best of Both Worlds ====&lt;br /&gt;
&lt;br /&gt;
There is another, less used option that utilizes the benefits from both wiring ideologies while mitigating the risk: dual-wire the solar arrays both to the Solar SMESs and directly into the grid at the same time.&lt;br /&gt;
&lt;br /&gt;
Initially, the Engineer would want to charge the SMESs enough to where they could give an adequate supply of power. Then, if the Engineer is skilled enough at wiring, both the SMES and the solar arrays can be wired to the grid at the same time. Since the station only draws about 150 kW, but the solars wired to grid produce 180 kW, there&#039;s a spare 30 kW to split between the Solar SMESs for recharging. Setting all four Solar SMESs to charge at 6 kW is feasible (reduced from 7.5 kW to account for broken solar panels). The output setting on the SMES can be any value so long as the station draws full power from the solars wired directly. This effectively makes the Solar SMESs a backup power source.&lt;br /&gt;
&lt;br /&gt;
The drawbacks though are that the Solar SMES input levels should not be put higher than 6 kW since a Solar SMES located at an array going through the night cycle will attempt to draw power from a Solar SMES higher upstream in the [[#power queue]], cannibalizing the power from that SMES. &lt;br /&gt;
&lt;br /&gt;
Also, the 2 conventional Backup SMESs can&#039;t be charged for the same reason of the power queue. However, since the 4 Solar SMESs act as backups, this trade-off is in favor of the dual-wiring of the solars.&lt;br /&gt;
&lt;br /&gt;
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn&#039;t matter much. &lt;br /&gt;
&lt;br /&gt;
The drawback that all solars must be wired directly to the grid to prevent severe fluctuation. The same is not true of the SMES-side of this set-up. Each SMES acts like an independent backup, so any undesired SMESs don&#039;t have to be set, making the system semi-modular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation&lt;br /&gt;
&lt;br /&gt;
== Gas Turbine Generator ==&lt;br /&gt;
&lt;br /&gt;
[[File:Turbine.png|thumb|The Turbine]]&lt;br /&gt;
&#039;&#039;See: [[Atmospheric Technician#The turbine|Gas Turbine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gas turbine generator is a tertiary power source that was recently installed in the incinerator. By utilizing the temperature differential between very hot air and very cold air, the turbine generator is able to create a nominal amount of electricity. The hot air is created by burning plasma and oxygen gas mixtures. The cold air is creating by passing air through cooling tubes located in space. &lt;br /&gt;
&lt;br /&gt;
Although it&#039;s usually the last power source set up on the station, it&#039;s the only power source that can be accessed by Atmospherics (only). Also, they&#039;re the only ones who can turn on and mix the gas feed needed to sustain the generator without the use of gas canisters. The exact gas mixture for optimal power generation is unknown at this point, but some Engineers have reported values as high as 100 kW and in typical Engineer fashion forgot to write down their recipe. Be prepared to field questions from &amp;lt;s&amp;gt;overprotective&amp;lt;/s&amp;gt; proactive [[AI]]s who notice plasma in the mixtank.&lt;br /&gt;
&lt;br /&gt;
== Portable Generators ==&lt;br /&gt;
&lt;br /&gt;
Portable generators are failsafes when all other systems fail. They require fuel that is fed directly into the generator by hand. The type of fuel is dependent which type of generator is being used.&lt;br /&gt;
&lt;br /&gt;
Portable generators can be upgraded using parts created by a protolathe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fuel Required by Portable Generator Type&lt;br /&gt;
! Type !! Fuel&lt;br /&gt;
|-&lt;br /&gt;
| P.A.C.M.A.N. Portable Generator || Plasma&lt;br /&gt;
|-&lt;br /&gt;
| M.R.S.P.A.C.M.A.N. Portable Generator (removed) || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One PACMAN generator is located in the normal engineering storage or secure storage, with plasma located in secure storage, and it will be needed when you take too long to set up the supermatter and there isn&#039;t enough juice left in the SMES to power the emitters, or when, during a powersink, you need power to an isolated room.&lt;br /&gt;
&lt;br /&gt;
== Power Cells ==&lt;br /&gt;
&lt;br /&gt;
Power cells are used to power devices smaller than the station such as APCs and cyborgs. Constructed with a protolathe, typical power cells come in several different flavors, in increasing capacity: the default power cell, the high-capacity power cell, the super-capacity power cell, or the hyper-capacity power cell.&lt;br /&gt;
&lt;br /&gt;
There are also atypical cells such as a potato cell and a slime core cell.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Power Capacity by Type of Cell&lt;br /&gt;
! Type !! Capacity (J)&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Typical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Power Cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
| High Capacity Power Cell || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Super Capacity Power Cell || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Capacity Power Cell || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Bluespace Power Cell || 40000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Atypical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Potato Cell || 300&lt;br /&gt;
|-&lt;br /&gt;
| Yellow EMP-proof Slime Core Cell || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Hypercharged Slime Core cell || 50000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Power Distribution =&lt;br /&gt;
&lt;br /&gt;
== Power Grid ==&lt;br /&gt;
&lt;br /&gt;
To most people they&#039;re just wires that burn the shit out of you when you try to cut them without wearing insulated gloves. But really, the power grid is the electrical backbone of the station, powering everything from the emitters containing the singularity to the APC that controls the bathrooms in the locker room that you never go to. Also, it burns the shit out of you if you try to cut it without wearing insulated gloves.&lt;br /&gt;
&lt;br /&gt;
== SMES ==&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Charging.gif]]&lt;br /&gt;
&lt;br /&gt;
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:&lt;br /&gt;
&lt;br /&gt;
1. a wiring input from a power source, such as Solars or the Singularity Engine, or from the power grid itself, in the case of the Backups SMESs, and&lt;br /&gt;
&lt;br /&gt;
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations&lt;br /&gt;
&lt;br /&gt;
=== SMES Properties ===&lt;br /&gt;
&lt;br /&gt;
SMES have a modifiable storage capacity, dependent on the [[power cell]]s installed in the SMES upon fabrication. All SMESs present at the beginning of a typical shift have a default capacity of 50 MJ&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Capacity vs Power Cell&lt;br /&gt;
! rowspan = 2|Megacell !! colspan=&amp;quot;2&amp;quot; |Capacity&lt;br /&gt;
|-&lt;br /&gt;
! per megacell installed !! per 5 megacell installed&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 3|Typical&lt;br /&gt;
|- &lt;br /&gt;
| Megacell || 1 MJ || 5 MJ&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity Megacell || 10 MJ || 50 MJ&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity Megacell || 20 MJ || 100 MJ&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity Megacell || 30 MJ || 150 MJ&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace Megacell&lt;br /&gt;
|40 MJ&lt;br /&gt;
|200 MJ&lt;br /&gt;
|+&lt;br /&gt;
! colspan = 3|Atypical&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato Cell]] || 0.40 MJ || 2 MJ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SMES input (charging) and output levels can be modified using [[capacitor]]s. All SMESs present at the beginning of a typical shift have a basic capacitor with default i/o levels of 200 kW. &lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Input/Output Levels vs Capacitor&lt;br /&gt;
! Capacitor !! Max Input Level !! Max Output Level&lt;br /&gt;
|- &lt;br /&gt;
| [[Capacitor|Basic]] || 200000 W (200 kW) || 200000 W (200 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced  || 400000 W (400 kW) || 400000 W (400 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Super  || 800000 W (800 kW) || 800000 W (800 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Quadratic || 1600000 W (1600 kW) || 1600000 W (1600 kW)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.&lt;br /&gt;
&lt;br /&gt;
== [[APC|APCs]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:APC2.gif]]&lt;br /&gt;
&lt;br /&gt;
APCs, or Automated Power Controllers, are found on the walls of the room they&#039;re powering or, more likely, in maintenance just outside the room. They can be used to toggle the room&#039;s equipment, lighting and environmental (a.k.a. ventilation) systems on and off.&lt;br /&gt;
&lt;br /&gt;
= Concepts =&lt;br /&gt;
&lt;br /&gt;
== System Power ==&lt;br /&gt;
&lt;br /&gt;
System power is the amount of power available to the station at any given time. Power is made available through charged SMESs outputting power and through immediate power from power sources wired directly to the grid.&lt;br /&gt;
&lt;br /&gt;
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Queue ==&lt;br /&gt;
&lt;br /&gt;
To maintain a stable source of power for station equipment, the station power grid follows a &#039;&#039;power queue&#039;&#039; where an electrical component with higher rank on the queue has its power draw from the grid evaluated before an electrical component with a lower priority. APCs are typically the lowest priority since they only draw power, while the power sources on the station are the highest priority since they only produce power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Power Queue&lt;br /&gt;
|+&lt;br /&gt;
! Rank !! Category !! Location&lt;br /&gt;
|-&lt;br /&gt;
|1 ||colspan = 2|All Power Sources&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Power Sink ||You wish I told you&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Solar SMES #1 ||Starboard Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Solar SMES #2 ||Port Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Solar SMES #3 ||Starboard Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|6 ||Solar SMES #4 ||Port Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|7 ||Singlo SMES #1 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|8 ||Singlo SMES #2 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|9 ||Singlo SMES #3 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|?? ||Gas Turbine SMES || Incinerator Access (Gas Turbine Power Room)&lt;br /&gt;
|-&lt;br /&gt;
|10 ||Backups SMES #1 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|11 ||Backups SMES #2 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|12 ||colspan = 2|Station APC Queue&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Isolated SMESs&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Gravity SMES || Gravity Generator Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||AI SMES || AI Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Mining Output SMES || Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||North Mining Output SMES || North Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||West Mining Output SMES || West Mining Outpost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Output and the Power Queue ===&lt;br /&gt;
&lt;br /&gt;
The most visible effect of the power queue is that if there is not enough output power available on the grid because a component with higher rank is requesting it, then a lower rank component will not charge. For example, if the Backup SMESs are set to input 200 kW each from the grid and the APCs draw 150 kW, but the grid only provides 250 kW total, then the second Backup SMES will not charge and around two out of three APCs will go unpowered as well.&lt;br /&gt;
&lt;br /&gt;
=== SMES Charging and the Power Queue ===&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.|link=Special:FilePath/SMES_Room_markup.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly, if a higher rank component has a high enough output level to handle the station&#039;s power draw, then the station will draw all of its power from the higher rank component instead of splitting the draw with a lower rank component. This phenomenon is seen often when the singlo is set up. An unaware Engineer will purposefully set all three Singlo SMESs to output at a very high value, say 100 kW, or 300 kW, thinking that this will be more than enough to power the station. While this is technically correct, it isn&#039;t advised since it slows down the time it takes until all SMESs are completely full.&lt;br /&gt;
&lt;br /&gt;
An example is the best way to see this. The total power draw on the station is usually near 150 kW. This means the station will draw 100 kW from Singlo SMES #1, 50 kW from Singlo SMES #2, and 0 kW from Singlo SMES #3, resulting in different charging rates of the SMESs. Since SMESs have a capacity of 3,333,333 J (3.33 MJ) and assuming an input level of 200 kW, it should take 33.3 cycles before all the SMESs are completely charged (9.99 MJ total energy stored).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Non-optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 3|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23 !! 34&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 100 kW || 100 kW || 1.70 MJ || 2.30 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 0 kW || 200 kW || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.58  MJ&#039;&#039;&#039; || &#039;&#039;&#039;8.96 MJ&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A better way is to set output levels on Singlo SMESs #1 and #2 to a third of the total power draw of the station (here, 50 kW), while allowing the remainder (also, 50 kW) to draw from Singlo SMES #3, which would be set higher than that to account for power fluctuations. For the same case where the total draw was 150 kW, we would set SMES #1 and #2 to 50 kW and SMES #3 to something higher like 200 kW. This would have all three SMESs charged in 22.2 cycles -- 33% faster than the situation above.&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Output_v_Cycles_to_Full_v01.png|thumb|400px|right|The optimal number of cycles it takes to charge the singlo SMESs is dependent on both not outputting too little, and not outputting too much.|link=Special:FilePath/SMES_Output_v_Cycles_to_Full_v01.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 2|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.65  MJ&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= ENGINEERING WHY ARE WE LOSING POWER =&lt;br /&gt;
&lt;br /&gt;
Sooner or later, on every barely functional space station, the power will go out. This is where you - YES, YOU, YOU LAZY FUCK - come in and call out to recall that shuttle because you can fix it! Power can go out for many reasons. Your first port of call should be the Power Monitoring console in engineering, assuming it still exists. Then, ask yourself what&#039;s going on:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, in under 10 seconds or so?&#039;&#039;&#039; This is most likely a power sink. Power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere where the lights are still on, or if it&#039;s in maint&#039;, where you don&#039;t have to crowbar the doors. Additionally, power sinks produce a TON of heat based on how much power it&#039;s consuming. If you enter an area and suddenly feel very warm, there&#039;s a good chance the power sink is hidden somewhere nearby. Follow the wires and narrow down the possible location,.&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, but gradually, section by section?&#039;&#039;&#039; This means there&#039;s a problem in Engineering itself as the rest of the station is being topped up with charge. It&#039;ll be immediately obvious if the engine isn&#039;t on/has delaminated. Your next port of call should be the SMES cells. Check they&#039;re outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across a small area?&#039;&#039;&#039; This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, its APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn&#039;t showing any of its APCs on the power monitor, the wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across 2 small rooms or in one room?&#039;&#039;&#039; This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn&#039;t show up on the Power Monitoring computer, it means it&#039;s been severed from the power net and wire either inside that room or very close to the APC has been cut.&lt;br /&gt;
*&#039;&#039;&#039;Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?&#039;&#039;&#039; Your SMES aren&#039;t outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;The smes&#039;es cycle between getting power and not getting power for seemingly no reason&#039;&#039;&#039; Bug. admin help it. Can be fixed by admins by restarting the master controller.&lt;br /&gt;
*&#039;&#039;&#039;Power isn&#039;t actually out?&#039;&#039;&#039; Either someone is crying wolf or something else has happened to make it &#039;&#039;look&#039;&#039; like power went out, most likely an [[Random_event#Electrical_Storm|electrical storm]].&lt;br /&gt;
&lt;br /&gt;
Now that you know what&#039;s wrong with power, it&#039;s your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, &#039;&#039;TURN OFF THE PA IMMEDIATELY&#039;&#039; (it may be worth asking the AI) and wire solars, if they aren&#039;t already wired. It might also be necessary to replace equipment. There is a PACMAN located in the SMES room and a spare SMES unit located in [[Electrical Maintenance]], both of which no one ever remembers. You could also rebuild everything. The tools to build a new SMES are located in [[Tech Storage]], and cargo can order new solar equipment and even a new goddamn PA! ...Assuming they haven&#039;t already done so and pointed it your way, that is.&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:SolarVoidRaptor.png&amp;diff=7421</id>
		<title>File:SolarVoidRaptor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:SolarVoidRaptor.png&amp;diff=7421"/>
		<updated>2025-07-18T06:35:05Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Image of the Solars including the Solar controls room on Voidraptor&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7420</id>
		<title>Guide to power</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7420"/>
		<updated>2025-07-18T06:19:24Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Fixed values pertaining the SMES Capacity and I/O levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Needs revision | reason=This is twice ported from TG and Yogstation wiki. Needs a once-over for inaccuracies between servers, plus missing power values, plus revision for the additional SMES in engineering.}}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Understanding the intricacies of the power dynamic in the station is key to keeping the station in order. Many, especially the [[Head of Personnel|HoP]], believe that the [[Captain]] is the seat of power on the station. This is untrue as having the Captain wired into the station&#039;s power grid provides minimal power at best. &lt;br /&gt;
&lt;br /&gt;
The real source of power comes from [[Engineering]] because without [[Station Engineer]]s to set up the power sources at the beginning of a shift, the station would cease to function normally and devolve into a degenerative society with no more power than a uncivilized horde of lowly [[Assistant]]s, who, it should be noted, also provide even less power when wired directly to the grid.&lt;br /&gt;
&lt;br /&gt;
= Power Sources =&lt;br /&gt;
&lt;br /&gt;
== [[Supermatter| Supermatter Engine]] ==&lt;br /&gt;
The supermatter is a giant pile of exotic material capable of emitting both ionizing radiation and (flammable) gases. While the generation of these elements is normally rather low, the supermatter can be &amp;quot;activated&amp;quot; into releasing more by, well, most anything: even gasses can start the delamination process if they hold enough energy (heat, usually). You see where this is going? That&#039;s right, self-induced chain reactions. Your main job as an engineer will be to cool the supermatter down to prevent it from exploding (luckily a very easy job), while simultaneously exciting it to harvest arcs of electricity. It&#039;s not an unforgiving engine, some would say it&#039;s even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.&lt;br /&gt;
&lt;br /&gt;
== Singularity/Tesla Engine ==&lt;br /&gt;
&#039;&#039;&#039;Removed as of August 14th, 2020. &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Expand to see removed engines.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Singularity_engine.png|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
=== [[Singularity Engine]] ===&lt;br /&gt;
The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called &amp;quot;plasma&amp;quot; so as to generate electricity. The more plasma available, and the stronger and more frequent the pulses, the more power is generated. The net power output can be measured directly by using a multitool on the collector&#039;s wire, checking the first SMES unit connected for available power, or by looking it up on a power monitoring console (though the latter will give skewed results if other power sources such as solars are connected).&lt;br /&gt;
&lt;br /&gt;
=== [[Tesla Engine]] ===&lt;br /&gt;
This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla generators, and will generally flow along the most conductive/least resisting path. Metal structures are prime target for its strikes, and grounding rods are the safest there is, drawing arcs to themselves and subsequently dissipating them into the whole station. The latter are regularly used to direct lighting through tesla generators, and are best deployed between the engine and anything you hold dear.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Solar Arrays ==&lt;br /&gt;
&lt;br /&gt;
[[File:Solars.png|thumb|300px]]&lt;br /&gt;
&#039;&#039;See [[Solars]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The solar arrays act as a secondary power source. They are composed of 60 panels per array and there are 4 arrays on the station. Each panel can produce 1.5 kW of power for a total of 90 kW per array. &lt;br /&gt;
&lt;br /&gt;
The solar arrays only produce power when directly facing the local star. (The star is off-screen from the station and cannot be located by the player directly.) A solar tracking module can be wired into the solar array circuitry, and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the station revolves around the star (which, again, is unseen by the player), the solar arrays often land in the shadow of the station which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. Because of the solar cycle, a given array will be able to generate power about 50% (estimated but unconfirmed) of the time, which can be translated to an average 45 kW per unit time, rather than the full 90 kW.&lt;br /&gt;
&lt;br /&gt;
The solar panels themselves can be, and often are, broken by debris floating in space. Each broken panel reduces the total power generation of the array.&lt;br /&gt;
&lt;br /&gt;
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Solar Power Generated&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot;|Maximum !! Average&lt;br /&gt;
|+&lt;br /&gt;
! per panel !! per array !! per array&lt;br /&gt;
|- &lt;br /&gt;
| 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Connecting Solars to the Grid ===&lt;br /&gt;
&lt;br /&gt;
There are two main schools of thought when wiring the solar arrays: &lt;br /&gt;
&lt;br /&gt;
* use the Solar SMESs to distribute power into the grid.&lt;br /&gt;
* wire the solar array directly into the power grid.&lt;br /&gt;
&lt;br /&gt;
==== Distributing via SMESs ====&lt;br /&gt;
&lt;br /&gt;
Distributing solar power through the SMESs is the generally preferred method of wiring the solars, mainly because it provides a steady power output and requires no extra wiring. One benefit of the pre-laid wiring to the SMES is that during a night cycle of the solar array the Engineer does not need insulated gloves to wire the solar array.&lt;br /&gt;
&lt;br /&gt;
The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW.   &lt;br /&gt;
  &lt;br /&gt;
The output on the SMES should be at most 50% of the 90 kW generated by the cells due to the revolution of the station around the local star (percentage estimated but unconfirmed). Since the solar has to collect enough energy in the day cycle of the array to output for both day and night, it&#039;s usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won&#039;t be able to collect enough to keep it charged for the first night cycle, resulting in a little bit of lag in the output of the solars.  &lt;br /&gt;
For example, if solar cells generate 85500 W (85.5 kW), the output shouldn&#039;t be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output.  &lt;br /&gt;
  &lt;br /&gt;
If more power storage is desired, say in the initial stage of the set-up, the engineer may want to reduce or even eliminate power output for the first few solar cycles, before setting the long-term power output. &lt;br /&gt;
  &lt;br /&gt;
Once all four Solar SMESs are adequately charged and outputting long-term power, they will provide a very dependable power output with almost no oversight needed. In our example, the station would receive 160 kW (4 arrays x 40 kW SMES output) from solars, which is usually more than enough to sustain the station on its own without the engine. This system is also modular, so that even if only three out of four Solar SMESs are used, the total power output is reduced accordingly but still completely steady.&lt;br /&gt;
&lt;br /&gt;
That being said, if unchecked, power sinks can drain the solar SMESs, which if depleted would need to go through a solar cycle again before being able to provide steady, adequate power to the station.  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Lag due to first night cycle and initial SMES charging, prone to being set up improperly, some power loss to correct for potentially broken panels, can be drained by power sinks.&lt;br /&gt;
&lt;br /&gt;
==== Wiring to the Grid ====&lt;br /&gt;
&lt;br /&gt;
Wiring the solar arrays directly to the grid is often used as a more straight-forward approach to hooking up the solars, which benefits the Engineer by bypassing the intricacies of the SMES and generating a generally larger power output but at the expense of a less steady, less modular electrical source. This is often helpful in the emergency circumstances where the supermatter crystal has delaminated, taking out the whole of Engineering with it, or when the Singularity or Tesla gets loose.&lt;br /&gt;
&lt;br /&gt;
To achieve this, the Engineer usually just wires together the cable leading from the array directly to the cable leading out from the solar maintenance room. Typically, insulated gloves are a necessity since the Engineer will need to tap the solar power lines into the main power grid. However, as easy as that sounds, rookie Engineers tend to mangle the wiring so much that the array power lines never make it to the grid.&lt;br /&gt;
&lt;br /&gt;
Once all the arrays are wired, and because of the day-night cycle, on average, about two solar arrays worth of power will be generated at any given time, equating to about 180 kW of power. However, the exact number will fluctuate depending on how much light reaches individual panels. Additionally, if not all of the solars are wired to the grid, the output will be drastically lower and may cause brown outs in the station.  &lt;br /&gt;
  &lt;br /&gt;
On the plus side, wiring the solars directly to the grid prevents wiring sabotage since anyone cutting the wires also needs insulated gloves. Also, power sinks pose little risk as the solar power is immediate and not distributed from an SMES.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;  Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.&lt;br /&gt;
&lt;br /&gt;
==== Dual-Wiring: The Best of Both Worlds ====&lt;br /&gt;
&lt;br /&gt;
There is another, less used option that utilizes the benefits from both wiring ideologies while mitigating the risk: dual-wire the solar arrays both to the Solar SMESs and directly into the grid at the same time.&lt;br /&gt;
&lt;br /&gt;
Initially, the Engineer would want to charge the SMESs enough to where they could give an adequate supply of power. Then, if the Engineer is skilled enough at wiring, both the SMES and the solar arrays can be wired to the grid at the same time. Since the station only draws about 150 kW, but the solars wired to grid produce 180 kW, there&#039;s a spare 30 kW to split between the Solar SMESs for recharging. Setting all four Solar SMESs to charge at 6 kW is feasible (reduced from 7.5 kW to account for broken solar panels). The output setting on the SMES can be any value so long as the station draws full power from the solars wired directly. This effectively makes the Solar SMESs a backup power source.&lt;br /&gt;
&lt;br /&gt;
The drawbacks though are that the Solar SMES input levels should not be put higher than 6 kW since a Solar SMES located at an array going through the night cycle will attempt to draw power from a Solar SMES higher upstream in the [[#power queue]], cannibalizing the power from that SMES. &lt;br /&gt;
&lt;br /&gt;
Also, the 2 conventional Backup SMESs can&#039;t be charged for the same reason of the power queue. However, since the 4 Solar SMESs act as backups, this trade-off is in favor of the dual-wiring of the solars.&lt;br /&gt;
&lt;br /&gt;
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn&#039;t matter much. &lt;br /&gt;
&lt;br /&gt;
The drawback that all solars must be wired directly to the grid to prevent severe fluctuation. The same is not true of the SMES-side of this set-up. Each SMES acts like an independent backup, so any undesired SMESs don&#039;t have to be set, making the system semi-modular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation&lt;br /&gt;
&lt;br /&gt;
== Gas Turbine Generator ==&lt;br /&gt;
&lt;br /&gt;
[[File:Turbine.png|thumb|The Turbine]]&lt;br /&gt;
&#039;&#039;See: [[Atmospheric Technician#The turbine|Gas Turbine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gas turbine generator is a tertiary power source that was recently installed in the incinerator. By utilizing the temperature differential between very hot air and very cold air, the turbine generator is able to create a nominal amount of electricity. The hot air is created by burning plasma and oxygen gas mixtures. The cold air is creating by passing air through cooling tubes located in space. &lt;br /&gt;
&lt;br /&gt;
Although it&#039;s usually the last power source set up on the station, it&#039;s the only power source that can be accessed by Atmospherics (only). Also, they&#039;re the only ones who can turn on and mix the gas feed needed to sustain the generator without the use of gas canisters. The exact gas mixture for optimal power generation is unknown at this point, but some Engineers have reported values as high as 100 kW and in typical Engineer fashion forgot to write down their recipe. Be prepared to field questions from &amp;lt;s&amp;gt;overprotective&amp;lt;/s&amp;gt; proactive [[AI]]s who notice plasma in the mixtank.&lt;br /&gt;
&lt;br /&gt;
== Portable Generators ==&lt;br /&gt;
&lt;br /&gt;
Portable generators are failsafes when all other systems fail. They require fuel that is fed directly into the generator by hand. The type of fuel is dependent which type of generator is being used.&lt;br /&gt;
&lt;br /&gt;
Portable generators can be upgraded using parts created by a protolathe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fuel Required by Portable Generator Type&lt;br /&gt;
! Type !! Fuel&lt;br /&gt;
|-&lt;br /&gt;
| P.A.C.M.A.N. Portable Generator || Plasma&lt;br /&gt;
|-&lt;br /&gt;
| M.R.S.P.A.C.M.A.N. Portable Generator (removed) || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One PACMAN generator is located in the normal engineering storage or secure storage, with plasma located in secure storage, and it will be needed when you take too long to set up the supermatter and there isn&#039;t enough juice left in the SMES to power the emitters, or when, during a powersink, you need power to an isolated room.&lt;br /&gt;
&lt;br /&gt;
== Power Cells ==&lt;br /&gt;
&lt;br /&gt;
Power cells are used to power devices smaller than the station such as APCs and cyborgs. Constructed with a protolathe, typical power cells come in several different flavors, in increasing capacity: the default power cell, the high-capacity power cell, the super-capacity power cell, or the hyper-capacity power cell.&lt;br /&gt;
&lt;br /&gt;
There are also atypical cells such as a potato cell and a slime core cell.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Power Capacity by Type of Cell&lt;br /&gt;
! Type !! Capacity (J)&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Typical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Power Cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
| High Capacity Power Cell || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Super Capacity Power Cell || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Capacity Power Cell || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Bluespace Power Cell || 40000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Atypical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Potato Cell || 300&lt;br /&gt;
|-&lt;br /&gt;
| Yellow EMP-proof Slime Core Cell || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Hypercharged Slime Core cell || 50000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Power Distribution =&lt;br /&gt;
&lt;br /&gt;
== Power Grid ==&lt;br /&gt;
&lt;br /&gt;
To most people they&#039;re just wires that burn the shit out of you when you try to cut them without wearing insulated gloves. But really, the power grid is the electrical backbone of the station, powering everything from the emitters containing the singularity to the APC that controls the bathrooms in the locker room that you never go to. Also, it burns the shit out of you if you try to cut it without wearing insulated gloves.&lt;br /&gt;
&lt;br /&gt;
== SMES ==&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Charging.gif]]&lt;br /&gt;
&lt;br /&gt;
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:&lt;br /&gt;
&lt;br /&gt;
1. a wiring input from a power source, such as Solars or the Singularity Engine, or from the power grid itself, in the case of the Backups SMESs, and&lt;br /&gt;
&lt;br /&gt;
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations&lt;br /&gt;
&lt;br /&gt;
=== SMES Properties ===&lt;br /&gt;
&lt;br /&gt;
SMES have a modifiable storage capacity, dependent on the [[power cell]]s installed in the SMES upon fabrication. All SMESs present at the beginning of a typical shift have a default capacity of 50 MJ&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Capacity vs Power Cell&lt;br /&gt;
! rowspan = 2|Megacell !! colspan=&amp;quot;2&amp;quot; |Capacity&lt;br /&gt;
|-&lt;br /&gt;
! per megacell installed !! per 5 megacell installed&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 3|Typical&lt;br /&gt;
|- &lt;br /&gt;
| Megacell || 1 MJ || 5 MJ&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity Megacell || 10 MJ || 50 MJ&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity Megacell || 20 MJ || 100 MJ&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity Megacell || 30 MJ || 150 MJ&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace Megacell&lt;br /&gt;
|40 MJ&lt;br /&gt;
|200 MJ&lt;br /&gt;
|+&lt;br /&gt;
! colspan = 3|Atypical&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato Cell]] || 0.40 MJ || 2 MJ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SMES input (charging) and output levels can be modified using [[capacitor]]s. All SMESs present at the beginning of a typical shift have a basic capacitor with default i/o levels of 200 kW. &lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Input/Output Levels vs Capacitor&lt;br /&gt;
! Capacitor !! Max Input Level !! Max Output Level&lt;br /&gt;
|- &lt;br /&gt;
| [[Capacitor|Basic]] || 200000 W (200 kW) || 200000 W (200 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced  || 400000 W (400 kW) || 400000 W (400 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Super  || 800000 W (800 kW) || 800000 W (800 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Quadratic || 1600000 W (1600 kW) || 1600000 W (1600 kW)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.&lt;br /&gt;
&lt;br /&gt;
== [[APC|APCs]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:APC2.gif]]&lt;br /&gt;
&lt;br /&gt;
APCs, or Automated Power Controllers, are found on the walls of the room they&#039;re powering or, more likely, in maintenance just outside the room. They can be used to toggle the room&#039;s equipment, lighting and environmental (a.k.a. ventilation) systems on and off.&lt;br /&gt;
&lt;br /&gt;
= Concepts =&lt;br /&gt;
&lt;br /&gt;
== System Power ==&lt;br /&gt;
&lt;br /&gt;
System power is the amount of power available to the station at any given time. Power is made available through charged SMESs outputting power and through immediate power from power sources wired directly to the grid.&lt;br /&gt;
&lt;br /&gt;
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Queue ==&lt;br /&gt;
&lt;br /&gt;
To maintain a stable source of power for station equipment, the station power grid follows a &#039;&#039;power queue&#039;&#039; where an electrical component with higher rank on the queue has its power draw from the grid evaluated before an electrical component with a lower priority. APCs are typically the lowest priority since they only draw power, while the power sources on the station are the highest priority since they only produce power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Power Queue&lt;br /&gt;
|+&lt;br /&gt;
! Rank !! Category !! Location&lt;br /&gt;
|-&lt;br /&gt;
|1 ||colspan = 2|All Power Sources&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Power Sink ||You wish I told you&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Solar SMES #1 ||Starboard Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Solar SMES #2 ||Port Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Solar SMES #3 ||Starboard Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|6 ||Solar SMES #4 ||Port Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|7 ||Singlo SMES #1 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|8 ||Singlo SMES #2 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|9 ||Singlo SMES #3 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|?? ||Gas Turbine SMES || Incinerator Access (Gas Turbine Power Room)&lt;br /&gt;
|-&lt;br /&gt;
|10 ||Backups SMES #1 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|11 ||Backups SMES #2 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|12 ||colspan = 2|Station APC Queue&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Isolated SMESs&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Gravity SMES || Gravity Generator Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||AI SMES || AI Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Mining Output SMES || Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||North Mining Output SMES || North Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||West Mining Output SMES || West Mining Outpost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Output and the Power Queue ===&lt;br /&gt;
&lt;br /&gt;
The most visible effect of the power queue is that if there is not enough output power available on the grid because a component with higher rank is requesting it, then a lower rank component will not charge. For example, if the Backup SMESs are set to input 200 kW each from the grid and the APCs draw 150 kW, but the grid only provides 250 kW total, then the second Backup SMES will not charge and around two out of three APCs will go unpowered as well.&lt;br /&gt;
&lt;br /&gt;
=== SMES Charging and the Power Queue ===&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.|link=Special:FilePath/SMES_Room_markup.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly, if a higher rank component has a high enough output level to handle the station&#039;s power draw, then the station will draw all of its power from the higher rank component instead of splitting the draw with a lower rank component. This phenomenon is seen often when the singlo is set up. An unaware Engineer will purposefully set all three Singlo SMESs to output at a very high value, say 100 kW, or 300 kW, thinking that this will be more than enough to power the station. While this is technically correct, it isn&#039;t advised since it slows down the time it takes until all SMESs are completely full.&lt;br /&gt;
&lt;br /&gt;
An example is the best way to see this. The total power draw on the station is usually near 150 kW. This means the station will draw 100 kW from Singlo SMES #1, 50 kW from Singlo SMES #2, and 0 kW from Singlo SMES #3, resulting in different charging rates of the SMESs. Since SMESs have a capacity of 3,333,333 J (3.33 MJ) and assuming an input level of 200 kW, it should take 33.3 cycles before all the SMESs are completely charged (9.99 MJ total energy stored).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Non-optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 3|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23 !! 34&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 100 kW || 100 kW || 1.70 MJ || 2.30 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 0 kW || 200 kW || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.58  MJ&#039;&#039;&#039; || &#039;&#039;&#039;8.96 MJ&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A better way is to set output levels on Singlo SMESs #1 and #2 to a third of the total power draw of the station (here, 50 kW), while allowing the remainder (also, 50 kW) to draw from Singlo SMES #3, which would be set higher than that to account for power fluctuations. For the same case where the total draw was 150 kW, we would set SMES #1 and #2 to 50 kW and SMES #3 to something higher like 200 kW. This would have all three SMESs charged in 22.2 cycles -- 33% faster than the situation above.&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Output_v_Cycles_to_Full_v01.png|thumb|400px|right|The optimal number of cycles it takes to charge the singlo SMESs is dependent on both not outputting too little, and not outputting too much.|link=Special:FilePath/SMES_Output_v_Cycles_to_Full_v01.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 2|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.65  MJ&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= ENGINEERING WHY ARE WE LOSING POWER =&lt;br /&gt;
&lt;br /&gt;
Sooner or later, on every barely functional space station, the power will go out. This is where you - YES, YOU, YOU LAZY FUCK - come in and call out to recall that shuttle because you can fix it! Power can go out for many reasons. Your first port of call should be the Power Monitoring console in engineering, assuming it still exists. Then, ask yourself what&#039;s going on:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, in under 10 seconds or so?&#039;&#039;&#039; This is most likely a power sink. Power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere where the lights are still on, or if it&#039;s in maint&#039;, where you don&#039;t have to crowbar the doors. Additionally, power sinks produce a TON of heat based on how much power it&#039;s consuming. If you enter an area and suddenly feel very warm, there&#039;s a good chance the power sink is hidden somewhere nearby. Follow the wires and narrow down the possible location,.&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, but gradually, section by section?&#039;&#039;&#039; This means there&#039;s a problem in Engineering itself as the rest of the station is being topped up with charge. It&#039;ll be immediately obvious if the engine isn&#039;t on/has delaminated. Your next port of call should be the SMES cells. Check they&#039;re outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across a small area?&#039;&#039;&#039; This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, its APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn&#039;t showing any of its APCs on the power monitor, the wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across 2 small rooms or in one room?&#039;&#039;&#039; This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn&#039;t show up on the Power Monitoring computer, it means it&#039;s been severed from the power net and wire either inside that room or very close to the APC has been cut.&lt;br /&gt;
*&#039;&#039;&#039;Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?&#039;&#039;&#039; Your SMES aren&#039;t outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;The smes&#039;es cycle between getting power and not getting power for seemingly no reason&#039;&#039;&#039; Bug. admin help it. Can be fixed by admins by restarting the master controller.&lt;br /&gt;
*&#039;&#039;&#039;Power isn&#039;t actually out?&#039;&#039;&#039; Either someone is crying wolf or something else has happened to make it &#039;&#039;look&#039;&#039; like power went out, most likely an [[Random_event#Electrical_Storm|electrical storm]].&lt;br /&gt;
&lt;br /&gt;
Now that you know what&#039;s wrong with power, it&#039;s your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, &#039;&#039;TURN OFF THE PA IMMEDIATELY&#039;&#039; (it may be worth asking the AI) and wire solars, if they aren&#039;t already wired. It might also be necessary to replace equipment. There is a PACMAN located in the SMES room and a spare SMES unit located in [[Electrical Maintenance]], both of which no one ever remembers. You could also rebuild everything. The tools to build a new SMES are located in [[Tech Storage]], and cargo can order new solar equipment and even a new goddamn PA! ...Assuming they haven&#039;t already done so and pointed it your way, that is.&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7419</id>
		<title>Guide to power</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7419"/>
		<updated>2025-07-18T05:43:32Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Moved Singularity/Tesla Engine into collapsible content box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Needs revision | reason=This is twice ported from TG and Yogstation wiki. Needs a once-over for inaccuracies between servers, plus missing power values, plus revision for the additional SMES in engineering.}}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Understanding the intricacies of the power dynamic in the station is key to keeping the station in order. Many, especially the [[Head of Personnel|HoP]], believe that the [[Captain]] is the seat of power on the station. This is untrue as having the Captain wired into the station&#039;s power grid provides minimal power at best. &lt;br /&gt;
&lt;br /&gt;
The real source of power comes from [[Engineering]] because without [[Station Engineer]]s to set up the power sources at the beginning of a shift, the station would cease to function normally and devolve into a degenerative society with no more power than a uncivilized horde of lowly [[Assistant]]s, who, it should be noted, also provide even less power when wired directly to the grid.&lt;br /&gt;
&lt;br /&gt;
= Power Sources =&lt;br /&gt;
&lt;br /&gt;
== [[Supermatter| Supermatter Engine]] ==&lt;br /&gt;
The supermatter is a giant pile of exotic material capable of emitting both ionizing radiation and (flammable) gases. While the generation of these elements is normally rather low, the supermatter can be &amp;quot;activated&amp;quot; into releasing more by, well, most anything: even gasses can start the delamination process if they hold enough energy (heat, usually). You see where this is going? That&#039;s right, self-induced chain reactions. Your main job as an engineer will be to cool the supermatter down to prevent it from exploding (luckily a very easy job), while simultaneously exciting it to harvest arcs of electricity. It&#039;s not an unforgiving engine, some would say it&#039;s even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.&lt;br /&gt;
&lt;br /&gt;
== Singularity/Tesla Engine ==&lt;br /&gt;
&#039;&#039;&#039;Removed as of August 14th, 2020. &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Expand to see removed engines.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Singularity_engine.png|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
=== [[Singularity Engine]] ===&lt;br /&gt;
The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called &amp;quot;plasma&amp;quot; so as to generate electricity. The more plasma available, and the stronger and more frequent the pulses, the more power is generated. The net power output can be measured directly by using a multitool on the collector&#039;s wire, checking the first SMES unit connected for available power, or by looking it up on a power monitoring console (though the latter will give skewed results if other power sources such as solars are connected).&lt;br /&gt;
&lt;br /&gt;
=== [[Tesla Engine]] ===&lt;br /&gt;
This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla generators, and will generally flow along the most conductive/least resisting path. Metal structures are prime target for its strikes, and grounding rods are the safest there is, drawing arcs to themselves and subsequently dissipating them into the whole station. The latter are regularly used to direct lighting through tesla generators, and are best deployed between the engine and anything you hold dear.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Solar Arrays ==&lt;br /&gt;
&lt;br /&gt;
[[File:Solars.png|thumb|300px]]&lt;br /&gt;
&#039;&#039;See [[Solars]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The solar arrays act as a secondary power source. They are composed of 60 panels per array and there are 4 arrays on the station. Each panel can produce 1.5 kW of power for a total of 90 kW per array. &lt;br /&gt;
&lt;br /&gt;
The solar arrays only produce power when directly facing the local star. (The star is off-screen from the station and cannot be located by the player directly.) A solar tracking module can be wired into the solar array circuitry, and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the station revolves around the star (which, again, is unseen by the player), the solar arrays often land in the shadow of the station which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. Because of the solar cycle, a given array will be able to generate power about 50% (estimated but unconfirmed) of the time, which can be translated to an average 45 kW per unit time, rather than the full 90 kW.&lt;br /&gt;
&lt;br /&gt;
The solar panels themselves can be, and often are, broken by debris floating in space. Each broken panel reduces the total power generation of the array.&lt;br /&gt;
&lt;br /&gt;
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Solar Power Generated&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot;|Maximum !! Average&lt;br /&gt;
|+&lt;br /&gt;
! per panel !! per array !! per array&lt;br /&gt;
|- &lt;br /&gt;
| 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Connecting Solars to the Grid ===&lt;br /&gt;
&lt;br /&gt;
There are two main schools of thought when wiring the solar arrays: &lt;br /&gt;
&lt;br /&gt;
* use the Solar SMESs to distribute power into the grid.&lt;br /&gt;
* wire the solar array directly into the power grid.&lt;br /&gt;
&lt;br /&gt;
==== Distributing via SMESs ====&lt;br /&gt;
&lt;br /&gt;
Distributing solar power through the SMESs is the generally preferred method of wiring the solars, mainly because it provides a steady power output and requires no extra wiring. One benefit of the pre-laid wiring to the SMES is that during a night cycle of the solar array the Engineer does not need insulated gloves to wire the solar array.&lt;br /&gt;
&lt;br /&gt;
The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW.   &lt;br /&gt;
  &lt;br /&gt;
The output on the SMES should be at most 50% of the 90 kW generated by the cells due to the revolution of the station around the local star (percentage estimated but unconfirmed). Since the solar has to collect enough energy in the day cycle of the array to output for both day and night, it&#039;s usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won&#039;t be able to collect enough to keep it charged for the first night cycle, resulting in a little bit of lag in the output of the solars.  &lt;br /&gt;
For example, if solar cells generate 85500 W (85.5 kW), the output shouldn&#039;t be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output.  &lt;br /&gt;
  &lt;br /&gt;
If more power storage is desired, say in the initial stage of the set-up, the engineer may want to reduce or even eliminate power output for the first few solar cycles, before setting the long-term power output. &lt;br /&gt;
  &lt;br /&gt;
Once all four Solar SMESs are adequately charged and outputting long-term power, they will provide a very dependable power output with almost no oversight needed. In our example, the station would receive 160 kW (4 arrays x 40 kW SMES output) from solars, which is usually more than enough to sustain the station on its own without the engine. This system is also modular, so that even if only three out of four Solar SMESs are used, the total power output is reduced accordingly but still completely steady.&lt;br /&gt;
&lt;br /&gt;
That being said, if unchecked, power sinks can drain the solar SMESs, which if depleted would need to go through a solar cycle again before being able to provide steady, adequate power to the station.  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Lag due to first night cycle and initial SMES charging, prone to being set up improperly, some power loss to correct for potentially broken panels, can be drained by power sinks.&lt;br /&gt;
&lt;br /&gt;
==== Wiring to the Grid ====&lt;br /&gt;
&lt;br /&gt;
Wiring the solar arrays directly to the grid is often used as a more straight-forward approach to hooking up the solars, which benefits the Engineer by bypassing the intricacies of the SMES and generating a generally larger power output but at the expense of a less steady, less modular electrical source. This is often helpful in the emergency circumstances where the supermatter crystal has delaminated, taking out the whole of Engineering with it, or when the Singularity or Tesla gets loose.&lt;br /&gt;
&lt;br /&gt;
To achieve this, the Engineer usually just wires together the cable leading from the array directly to the cable leading out from the solar maintenance room. Typically, insulated gloves are a necessity since the Engineer will need to tap the solar power lines into the main power grid. However, as easy as that sounds, rookie Engineers tend to mangle the wiring so much that the array power lines never make it to the grid.&lt;br /&gt;
&lt;br /&gt;
Once all the arrays are wired, and because of the day-night cycle, on average, about two solar arrays worth of power will be generated at any given time, equating to about 180 kW of power. However, the exact number will fluctuate depending on how much light reaches individual panels. Additionally, if not all of the solars are wired to the grid, the output will be drastically lower and may cause brown outs in the station.  &lt;br /&gt;
  &lt;br /&gt;
On the plus side, wiring the solars directly to the grid prevents wiring sabotage since anyone cutting the wires also needs insulated gloves. Also, power sinks pose little risk as the solar power is immediate and not distributed from an SMES.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;  Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.&lt;br /&gt;
&lt;br /&gt;
==== Dual-Wiring: The Best of Both Worlds ====&lt;br /&gt;
&lt;br /&gt;
There is another, less used option that utilizes the benefits from both wiring ideologies while mitigating the risk: dual-wire the solar arrays both to the Solar SMESs and directly into the grid at the same time.&lt;br /&gt;
&lt;br /&gt;
Initially, the Engineer would want to charge the SMESs enough to where they could give an adequate supply of power. Then, if the Engineer is skilled enough at wiring, both the SMES and the solar arrays can be wired to the grid at the same time. Since the station only draws about 150 kW, but the solars wired to grid produce 180 kW, there&#039;s a spare 30 kW to split between the Solar SMESs for recharging. Setting all four Solar SMESs to charge at 6 kW is feasible (reduced from 7.5 kW to account for broken solar panels). The output setting on the SMES can be any value so long as the station draws full power from the solars wired directly. This effectively makes the Solar SMESs a backup power source.&lt;br /&gt;
&lt;br /&gt;
The drawbacks though are that the Solar SMES input levels should not be put higher than 6 kW since a Solar SMES located at an array going through the night cycle will attempt to draw power from a Solar SMES higher upstream in the [[#power queue]], cannibalizing the power from that SMES. &lt;br /&gt;
&lt;br /&gt;
Also, the 2 conventional Backup SMESs can&#039;t be charged for the same reason of the power queue. However, since the 4 Solar SMESs act as backups, this trade-off is in favor of the dual-wiring of the solars.&lt;br /&gt;
&lt;br /&gt;
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn&#039;t matter much. &lt;br /&gt;
&lt;br /&gt;
The drawback that all solars must be wired directly to the grid to prevent severe fluctuation. The same is not true of the SMES-side of this set-up. Each SMES acts like an independent backup, so any undesired SMESs don&#039;t have to be set, making the system semi-modular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation&lt;br /&gt;
&lt;br /&gt;
== Gas Turbine Generator ==&lt;br /&gt;
&lt;br /&gt;
[[File:Turbine.png|thumb|The Turbine]]&lt;br /&gt;
&#039;&#039;See: [[Atmospheric Technician#The turbine|Gas Turbine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gas turbine generator is a tertiary power source that was recently installed in the incinerator. By utilizing the temperature differential between very hot air and very cold air, the turbine generator is able to create a nominal amount of electricity. The hot air is created by burning plasma and oxygen gas mixtures. The cold air is creating by passing air through cooling tubes located in space. &lt;br /&gt;
&lt;br /&gt;
Although it&#039;s usually the last power source set up on the station, it&#039;s the only power source that can be accessed by Atmospherics (only). Also, they&#039;re the only ones who can turn on and mix the gas feed needed to sustain the generator without the use of gas canisters. The exact gas mixture for optimal power generation is unknown at this point, but some Engineers have reported values as high as 100 kW and in typical Engineer fashion forgot to write down their recipe. Be prepared to field questions from &amp;lt;s&amp;gt;overprotective&amp;lt;/s&amp;gt; proactive [[AI]]s who notice plasma in the mixtank.&lt;br /&gt;
&lt;br /&gt;
== Portable Generators ==&lt;br /&gt;
&lt;br /&gt;
Portable generators are failsafes when all other systems fail. They require fuel that is fed directly into the generator by hand. The type of fuel is dependent which type of generator is being used.&lt;br /&gt;
&lt;br /&gt;
Portable generators can be upgraded using parts created by a protolathe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fuel Required by Portable Generator Type&lt;br /&gt;
! Type !! Fuel&lt;br /&gt;
|-&lt;br /&gt;
| P.A.C.M.A.N. Portable Generator || Plasma&lt;br /&gt;
|-&lt;br /&gt;
| M.R.S.P.A.C.M.A.N. Portable Generator (removed) || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One PACMAN generator is located in the normal engineering storage or secure storage, with plasma located in secure storage, and it will be needed when you take too long to set up the supermatter and there isn&#039;t enough juice left in the SMES to power the emitters, or when, during a powersink, you need power to an isolated room.&lt;br /&gt;
&lt;br /&gt;
== Power Cells ==&lt;br /&gt;
&lt;br /&gt;
Power cells are used to power devices smaller than the station such as APCs and cyborgs. Constructed with a protolathe, typical power cells come in several different flavors, in increasing capacity: the default power cell, the high-capacity power cell, the super-capacity power cell, or the hyper-capacity power cell.&lt;br /&gt;
&lt;br /&gt;
There are also atypical cells such as a potato cell and a slime core cell.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Power Capacity by Type of Cell&lt;br /&gt;
! Type !! Capacity (J)&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Typical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Power Cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
| High Capacity Power Cell || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Super Capacity Power Cell || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Capacity Power Cell || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Bluespace Power Cell || 40000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Atypical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Potato Cell || 300&lt;br /&gt;
|-&lt;br /&gt;
| Yellow EMP-proof Slime Core Cell || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Hypercharged Slime Core cell || 50000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Power Distribution =&lt;br /&gt;
&lt;br /&gt;
== Power Grid ==&lt;br /&gt;
&lt;br /&gt;
To most people they&#039;re just wires that burn the shit out of you when you try to cut them without wearing insulated gloves. But really, the power grid is the electrical backbone of the station, powering everything from the emitters containing the singularity to the APC that controls the bathrooms in the locker room that you never go to. Also, it burns the shit out of you if you try to cut it without wearing insulated gloves.&lt;br /&gt;
&lt;br /&gt;
== SMES ==&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Charging.gif]]&lt;br /&gt;
&lt;br /&gt;
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:&lt;br /&gt;
&lt;br /&gt;
1. a wiring input from a power source, such as Solars or the Singularity Engine, or from the power grid itself, in the case of the Backups SMESs, and&lt;br /&gt;
&lt;br /&gt;
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations&lt;br /&gt;
&lt;br /&gt;
=== SMES Properties ===&lt;br /&gt;
&lt;br /&gt;
SMES have a modifiable storage capacity, dependent on the [[power cell]]s installed in the SMES upon fabrication. All SMESs present at the beginning of a typical shift have a default capacity of 3.33 MJ.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Capacity vs Power Cell&lt;br /&gt;
! rowspan = 2|Power Cell !! colspan = 2|Capacity&lt;br /&gt;
|-&lt;br /&gt;
! per cell installed !! per 5 cells installed&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 3|Typical&lt;br /&gt;
|- &lt;br /&gt;
| [[Power Cell|Standard]] || 1.33 MJ || 6.66 MJ&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity || 13.33 MJ || 66.66 MJ&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity || 26.66 MJ || 133.33 MJ&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity || 40.00 MJ || 200.00 MJ&lt;br /&gt;
|+&lt;br /&gt;
! colspan = 3|Atypical&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato Cell]] || 0.40 MJ || 2 MJ&lt;br /&gt;
|- &lt;br /&gt;
| [[Cyborg Cell]] || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
| [[Slime Core/SMES Cell]] || TBD || TBD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
SMES input (charging) and output levels can be modified using [[capacitor]]s. All SMESs present at the beginning of a typical shift have a basic capacitor with default i/o levels of 200 kW. &lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Input/Output Levels vs Capacitor&lt;br /&gt;
! Capacitor !! Max Input Level !! Max Output Level&lt;br /&gt;
|- &lt;br /&gt;
| [[Capacitor|Basic]] || 200000 W (200 kW) || 200000 W (200 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced  || 400000 W (400 kW) || 400000 W (400 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Super  || 600000 W (600 kW) || 600000 W (600 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Quadratic || 800000 W (800 kW) || 800000 W (800 kW)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.&lt;br /&gt;
&lt;br /&gt;
== [[APC|APCs]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:APC2.gif]]&lt;br /&gt;
&lt;br /&gt;
APCs, or Automated Power Controllers, are found on the walls of the room they&#039;re powering or, more likely, in maintenance just outside the room. They can be used to toggle the room&#039;s equipment, lighting and environmental (a.k.a. ventilation) systems on and off.&lt;br /&gt;
&lt;br /&gt;
= Concepts =&lt;br /&gt;
&lt;br /&gt;
== System Power ==&lt;br /&gt;
&lt;br /&gt;
System power is the amount of power available to the station at any given time. Power is made available through charged SMESs outputting power and through immediate power from power sources wired directly to the grid.&lt;br /&gt;
&lt;br /&gt;
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Queue ==&lt;br /&gt;
&lt;br /&gt;
To maintain a stable source of power for station equipment, the station power grid follows a &#039;&#039;power queue&#039;&#039; where an electrical component with higher rank on the queue has its power draw from the grid evaluated before an electrical component with a lower priority. APCs are typically the lowest priority since they only draw power, while the power sources on the station are the highest priority since they only produce power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Power Queue&lt;br /&gt;
|+&lt;br /&gt;
! Rank !! Category !! Location&lt;br /&gt;
|-&lt;br /&gt;
|1 ||colspan = 2|All Power Sources&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Power Sink ||You wish I told you&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Solar SMES #1 ||Starboard Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Solar SMES #2 ||Port Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Solar SMES #3 ||Starboard Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|6 ||Solar SMES #4 ||Port Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|7 ||Singlo SMES #1 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|8 ||Singlo SMES #2 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|9 ||Singlo SMES #3 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|?? ||Gas Turbine SMES || Incinerator Access (Gas Turbine Power Room)&lt;br /&gt;
|-&lt;br /&gt;
|10 ||Backups SMES #1 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|11 ||Backups SMES #2 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|12 ||colspan = 2|Station APC Queue&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Isolated SMESs&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Gravity SMES || Gravity Generator Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||AI SMES || AI Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Mining Output SMES || Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||North Mining Output SMES || North Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||West Mining Output SMES || West Mining Outpost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Output and the Power Queue ===&lt;br /&gt;
&lt;br /&gt;
The most visible effect of the power queue is that if there is not enough output power available on the grid because a component with higher rank is requesting it, then a lower rank component will not charge. For example, if the Backup SMESs are set to input 200 kW each from the grid and the APCs draw 150 kW, but the grid only provides 250 kW total, then the second Backup SMES will not charge and around two out of three APCs will go unpowered as well.&lt;br /&gt;
&lt;br /&gt;
=== SMES Charging and the Power Queue ===&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.|link=Special:FilePath/SMES_Room_markup.png]]&lt;br /&gt;
&lt;br /&gt;
Similarly, if a higher rank component has a high enough output level to handle the station&#039;s power draw, then the station will draw all of its power from the higher rank component instead of splitting the draw with a lower rank component. This phenomenon is seen often when the singlo is set up. An unaware Engineer will purposefully set all three Singlo SMESs to output at a very high value, say 100 kW, or 300 kW, thinking that this will be more than enough to power the station. While this is technically correct, it isn&#039;t advised since it slows down the time it takes until all SMESs are completely full.&lt;br /&gt;
&lt;br /&gt;
An example is the best way to see this. The total power draw on the station is usually near 150 kW. This means the station will draw 100 kW from Singlo SMES #1, 50 kW from Singlo SMES #2, and 0 kW from Singlo SMES #3, resulting in different charging rates of the SMESs. Since SMESs have a capacity of 3,333,333 J (3.33 MJ) and assuming an input level of 200 kW, it should take 33.3 cycles before all the SMESs are completely charged (9.99 MJ total energy stored).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Non-optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 3|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23 !! 34&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 100 kW || 100 kW || 1.70 MJ || 2.30 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 0 kW || 200 kW || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039; || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.58  MJ&#039;&#039;&#039; || &#039;&#039;&#039;8.96 MJ&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A better way is to set output levels on Singlo SMESs #1 and #2 to a third of the total power draw of the station (here, 50 kW), while allowing the remainder (also, 50 kW) to draw from Singlo SMES #3, which would be set higher than that to account for power fluctuations. For the same case where the total draw was 150 kW, we would set SMES #1 and #2 to 50 kW and SMES #3 to something higher like 200 kW. This would have all three SMESs charged in 22.2 cycles -- 33% faster than the situation above.&lt;br /&gt;
&lt;br /&gt;
[[File:SMES_Output_v_Cycles_to_Full_v01.png|thumb|400px|right|The optimal number of cycles it takes to charge the singlo SMESs is dependent on both not outputting too little, and not outputting too much.|link=Special:FilePath/SMES_Output_v_Cycles_to_Full_v01.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 2|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 50 kW || 150 kW || 2.55 MJ || &#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.65  MJ&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= ENGINEERING WHY ARE WE LOSING POWER =&lt;br /&gt;
&lt;br /&gt;
Sooner or later, on every barely functional space station, the power will go out. This is where you - YES, YOU, YOU LAZY FUCK - come in and call out to recall that shuttle because you can fix it! Power can go out for many reasons. Your first port of call should be the Power Monitoring console in engineering, assuming it still exists. Then, ask yourself what&#039;s going on:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, in under 10 seconds or so?&#039;&#039;&#039; This is most likely a power sink. Power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere where the lights are still on, or if it&#039;s in maint&#039;, where you don&#039;t have to crowbar the doors. Additionally, power sinks produce a TON of heat based on how much power it&#039;s consuming. If you enter an area and suddenly feel very warm, there&#039;s a good chance the power sink is hidden somewhere nearby. Follow the wires and narrow down the possible location,.&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, but gradually, section by section?&#039;&#039;&#039; This means there&#039;s a problem in Engineering itself as the rest of the station is being topped up with charge. It&#039;ll be immediately obvious if the engine isn&#039;t on/has delaminated. Your next port of call should be the SMES cells. Check they&#039;re outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across a small area?&#039;&#039;&#039; This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, its APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn&#039;t showing any of its APCs on the power monitor, the wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across 2 small rooms or in one room?&#039;&#039;&#039; This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn&#039;t show up on the Power Monitoring computer, it means it&#039;s been severed from the power net and wire either inside that room or very close to the APC has been cut.&lt;br /&gt;
*&#039;&#039;&#039;Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?&#039;&#039;&#039; Your SMES aren&#039;t outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;The smes&#039;es cycle between getting power and not getting power for seemingly no reason&#039;&#039;&#039; Bug. admin help it. Can be fixed by admins by restarting the master controller.&lt;br /&gt;
*&#039;&#039;&#039;Power isn&#039;t actually out?&#039;&#039;&#039; Either someone is crying wolf or something else has happened to make it &#039;&#039;look&#039;&#039; like power went out, most likely an [[Random_event#Electrical_Storm|electrical storm]].&lt;br /&gt;
&lt;br /&gt;
Now that you know what&#039;s wrong with power, it&#039;s your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, &#039;&#039;TURN OFF THE PA IMMEDIATELY&#039;&#039; (it may be worth asking the AI) and wire solars, if they aren&#039;t already wired. It might also be necessary to replace equipment. There is a PACMAN located in the SMES room and a spare SMES unit located in [[Electrical Maintenance]], both of which no one ever remembers. You could also rebuild everything. The tools to build a new SMES are located in [[Tech Storage]], and cargo can order new solar equipment and even a new goddamn PA! ...Assuming they haven&#039;t already done so and pointed it your way, that is.&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains&amp;diff=7417</id>
		<title>User:EmiliaPains</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains&amp;diff=7417"/>
		<updated>2025-07-17T07:23:50Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: create UserPage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;you found me congrats :P&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7416</id>
		<title>User:EmiliaPains/Sandbox</title>
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		<updated>2025-07-17T07:16:02Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: updated images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:BlueshiftPipeToTurbine.png|thumb|150x150px|Pipes from atmospherics to the incinerator on Blueshift]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:BlueshiftTurbineFullBright.png|thumb|278x278px|Incinerator access on Blueshift]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 125000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:BlueshiftPipeToTurbine.png&amp;diff=7415</id>
		<title>File:BlueshiftPipeToTurbine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:BlueshiftPipeToTurbine.png&amp;diff=7415"/>
		<updated>2025-07-17T07:15:15Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: EmiliaPains uploaded a new version of File:BlueshiftPipeToTurbine.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;pipe to turbine on blueshift&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:BlueshiftPipeToTurbine.png&amp;diff=7414</id>
		<title>File:BlueshiftPipeToTurbine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:BlueshiftPipeToTurbine.png&amp;diff=7414"/>
		<updated>2025-07-17T07:13:51Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;pipe to turbine on blueshift&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:BlueshiftTurbineFullBright.png&amp;diff=7413</id>
		<title>File:BlueshiftTurbineFullBright.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:BlueshiftTurbineFullBright.png&amp;diff=7413"/>
		<updated>2025-07-17T07:07:22Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueshift Turbine fullbright&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:BlueshiftTurbine.png&amp;diff=7412</id>
		<title>File:BlueshiftTurbine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:BlueshiftTurbine.png&amp;diff=7412"/>
		<updated>2025-07-17T07:05:45Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Turbine on BlueShift&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7411</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7411"/>
		<updated>2025-07-17T06:54:05Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating tritium, and hydrogen alongside other gases or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:Atmos_to_turbine_metastation.png|thumb|150px|right|Pipes from atmospherics to the incinerator on MetaStation]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:Incinerator_access_metastation.png|thumb|150px|right|Incinerator access on MetaStation]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 125000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7410</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7410"/>
		<updated>2025-07-17T06:52:33Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: fixes to import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turbine.png|thumb|192x192px|Gas turbine]]&lt;br /&gt;
&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating [[Guide_to_Atmospherics#Fusion|fusion]] or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:Atmos_to_turbine_metastation.png|thumb|150px|right|Pipes from atmospherics to the incinerator on MetaStation]]&lt;br /&gt;
Go to [[Guide to Atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:Incinerator_access_metastation.png|thumb|150px|right|Incinerator access on MetaStation]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a MODsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the turbine room. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 125000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7409</id>
		<title>User:EmiliaPains/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:EmiliaPains/Sandbox&amp;diff=7409"/>
		<updated>2025-07-17T06:48:24Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Planned import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gas_turbine_metastation.png|thumb|150px|right|Gas turbine on MetaStation]]&lt;br /&gt;
=What is the gas turbine=&lt;br /&gt;
&lt;br /&gt;
The [[Machines#Gas_Turbine_Generator|gas turbine]] is an alternative way to produce power on the station, and is typically exclusive to [[Atmospheric Technician|Atmospheric Technicians]]. Unupgraded it is capable of producing upwards of 100 kW if set up correctly and may even produce more power with further upgrades and tinkering. Gas turbines require a lot of pressure to in order to run effectively. This can be accomplished by setting up a burn mix which will create a large amount of pressure when ignited. The burn chamber used for the gas turbine is also commonly used for creating [[Guide_to_Atmospherics#Fusion|fusion]] or [[Guide to toxins|bombs]]. &lt;br /&gt;
&lt;br /&gt;
=How To Set Up the Turbine=&lt;br /&gt;
To make the gas turbine generate power, you need to create a burn mix and ignite it. This guide to is based on MetaStation on default setup Aug 2019 without changing any pipes. It&#039;s completely unoptimized and is only intended to produce power. This should work on any station with a pre-built turbine. &lt;br /&gt;
&lt;br /&gt;
==Tools you might need==&lt;br /&gt;
&lt;br /&gt;
*Rapid Pipe Dispenser or Pipe Dispenser&lt;br /&gt;
*Wrench&lt;br /&gt;
*Atmospheric Access&lt;br /&gt;
*Basic Atmospheric Knowledge&lt;br /&gt;
*A working crystallizer and crowbar if you plan on upgrading the turbine &lt;br /&gt;
&lt;br /&gt;
==Preparing the burn mix==&lt;br /&gt;
&lt;br /&gt;
===What to do in atmospherics===&lt;br /&gt;
[[File:Atmos_to_turbine_metastation.png|thumb|150px|right|Pipes from atmospherics to the incinerator on MetaStation]]&lt;br /&gt;
Go to [[Atmospherics|atmospherics]]. &lt;br /&gt;
#Max the O2 to Pure gas pump and turn it on. &lt;br /&gt;
#Max the Plasma to Pure gas pump and turn it on. &lt;br /&gt;
#Set the plasma mixer to node 1: 60%, and node 2: 40%. Max the output pressure and turn it on. This mixer should now be mixing 60% oxygen and 40% plasma (debatable mix, so feel free to experiment). &lt;br /&gt;
#Max all gas pumps that lead from the plasma mixer to the turbine. On MetaStation that&#039;s Pure to Ports, Port Mix to East Ports and Port to Fuel Pipe. &lt;br /&gt;
&lt;br /&gt;
===What to do in the incinerator room===&lt;br /&gt;
[[File:Incinerator_access_metastation.png|thumb|150px|right|Incinerator access on MetaStation]]&lt;br /&gt;
Go to the incinerator room. &lt;br /&gt;
#Use the Incinerator Access Console to cycle to interior airlock. This will let you reach the two gas pumps in there.&lt;br /&gt;
#Max the two gas pumps leading into and out of the turbine burn chamber (the place with an igniter). Make sure they are on.&lt;br /&gt;
# Open up the air alarm on the wall. Click Scrubber Controls. &lt;br /&gt;
#*You should see the settings for more than one scrubber. One of them is in the burn chamber, and the other is in the area you are standing in.&lt;br /&gt;
#*To find out which one is in the burn chamber, hover with your mouse over the air scrubber in the burn chamber to see its name (probably Incinerator air scrubber #2 on MetaStation).&lt;br /&gt;
#*In the air alarm, set that air scrubber to filter everything except oxygen, plasma and tritium. Set its range to Expanded.&lt;br /&gt;
#The output pipe leads to a gas filter. Turn it on. You can keep it on &amp;quot;nothing&amp;quot; unless you plan to harvest certain [[Guide_to_atmospherics#The_Gases_and_Their_Functions|gases]].&lt;br /&gt;
# Turn on the manual vault leading to space.&lt;br /&gt;
&lt;br /&gt;
===Final preparations===&lt;br /&gt;
Put on a hardsuit and go to space. &lt;br /&gt;
*Outside of the incinerator, max any gas pump (or better, replace with a straight pipe). Else it will clog and block the hot waste from entering space.&lt;br /&gt;
*Max the air injector in space, and make sure it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
Go back inside to the [[Incinerator|incinerator room]]. &lt;br /&gt;
#Use the gas turbine control computer. Click &amp;quot;on&amp;quot; to make power generation possible.&lt;br /&gt;
# Make sure any blast doors are closed, or they might vent the burn mix.&lt;br /&gt;
#Max the Fuel Pipe to Incinerator gas pump, and turn it on. The burn chamber should now start filling with plasma and oxygen.&lt;br /&gt;
#Click the combustion chamber ignition switch. The console should now show it generate power.&lt;br /&gt;
#Use the SMES [[File:SMES_Turn_on.gif]]. Max its target input. Output can either be maxed or set to slightly under input.&lt;br /&gt;
&lt;br /&gt;
===Power Output===&lt;br /&gt;
Without upgrades, the turbine should soon spin up to the max of 125000 RPM and generate power over 100kW. To get more power, you&#039;ll need to pry out the parts of the incinerator (Screwdriver [[File:Screwdriver tool.png]] + &#039;&#039;&#039;right&#039;&#039;&#039; click [[File:Rightclick.png|20px]] each part of the incinerator with a crowbar), then apply materials to upgrade each part by clicking on them with the materials in hand;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Upgrade costs&lt;br /&gt;
!Tier&lt;br /&gt;
!Compressor Part&lt;br /&gt;
!Rotor Part&lt;br /&gt;
!Stator Part&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 [[Plasteel]] Sheets each&lt;br /&gt;
|15 Titanium Sheets&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |10 Titanium Sheets each&lt;br /&gt;
|15 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |5 [[Guide to Atmospherics#Crystallizer|Metal Hydrogen]] Sheets each&lt;br /&gt;
|10 [[Guide to Atmospherics#Crystallizer|Zaukerite]] Crystals&lt;br /&gt;
|}&lt;br /&gt;
Then, print a bluespace RPED [[File:BS_RPED.gif]] and [[Rnd#Upgrading_Machines|stock parts]] from the engineering [[Rnd#Protolathe|protolathe]] and use it to [[Rnd#Upgrading_Machines|upgrade]] the SMES. At tier 4, it should now be able to produce around 800 kW power, until the oxygen or plasma runs out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7406</id>
		<title>Guide to power</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_power&amp;diff=7406"/>
		<updated>2025-07-17T06:30:52Z</updated>

		<summary type="html">&lt;p&gt;EmiliaPains: Fixed hyperlink to &amp;quot;Gas Turbine&amp;quot; page (Temp fix until &amp;quot;Guide to Turbine&amp;quot;) is imported) alongside fixing the image address from incinerator to turbine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Needs revision | reason=This is twice ported from TG and Yogstation wiki. Needs a once-over for inaccuracies between servers, plus missing power values, plus revision for the additional SMES in engineering.}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
Understanding the intricacies of the power dynamic in the station is key to keeping the station in order. Many, especially the [[Head of Personnel|HoP]], believe that the [[Captain]] is the seat of power on the station. This is untrue as having the Captain wired into the station&#039;s power grid provides minimal power at best.&lt;br /&gt;
&lt;br /&gt;
The real source of power comes from Engineering because without [[Station Engineer]]s to set up the power sources at the beginning of a shift, the station would cease to function normally and devolve into a degenerative society with no more power than a uncivilized horde of lowly [[Assistant]]s, who, it should be noted, also provide even less power when wired directly to the grid.&lt;br /&gt;
=Power Sources=&lt;br /&gt;
==[[Supermatter| Supermatter Engine]]==&lt;br /&gt;
The supermatter is a giant pile of exotic material capable of emitting both ionizing radiation and (flammable) gases. While the generation of these elements is normally rather low, the supermatter can be &amp;quot;activated&amp;quot; into releasing more by, well, most anything: even gasses can start the delamination process if they hold enough energy (heat, usually). You see where this is going? That&#039;s right, self-induced chain reactions. Your main job as an engineer will be to cool the supermatter down to prevent it from exploding (luckily a very easy job), while simultaneously exciting it to harvest arcs of electricity. It&#039;s not an unforgiving engine, some would say it&#039;s even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.&lt;br /&gt;
==Solar Arrays==&lt;br /&gt;
[[File:Solars.png|thumb|300px]]&#039;&#039;See [[Solars]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The solar arrays act as a secondary power source. They are composed of 60 panels per array and there are 4 arrays on the station. Each panel can produce 1.5 kW of power for a total of 90 kW per array.&lt;br /&gt;
&lt;br /&gt;
The solar arrays only produce power when directly facing the local star. (The star is off-screen from the station and cannot be located by the player directly.) A solar tracking module can be wired into the solar array circuitry and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the station revolves around the star (which, again, is unseen by the player), the solar arrays often land in the shadow of the station which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. Because of the solar cycle, a given array will be able to generate power about 50% (estimated but unconfirmed) of the time, which can be translated to an average 45 kW per unit time, rather than the full 90 kW.&lt;br /&gt;
&lt;br /&gt;
The solar panels themselves can be, and often are, broken by debris floating in space. Each broken panel reduces the total power generation of the array.&lt;br /&gt;
&lt;br /&gt;
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Solar Power Generated&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Maximum!!Average&lt;br /&gt;
|+&lt;br /&gt;
!per panel!!per array!!per array&lt;br /&gt;
|-&lt;br /&gt;
|1500 W (1.5 kW)||90000 W (90 kW)||45000 W (45 kW)&lt;br /&gt;
|}&lt;br /&gt;
===Connecting Solars to the Grid===&lt;br /&gt;
There are two main schools of thought when wiring the solar arrays:&lt;br /&gt;
*use the Solar SMESs to distribute power into the grid&lt;br /&gt;
*wire the solar array directly into the power grid&lt;br /&gt;
====Distributing via SMESs====&lt;br /&gt;
Distributing solar power through the SMESs is the generally preferred method of wiring the solars, mainly because it provides a steady power output and requires no extra wiring. One benefit of the pre-laid wiring to the SMES is that during a night cycle of the solar array the Engineer does not need insulated gloves to wire the solar array.&lt;br /&gt;
&lt;br /&gt;
The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW.&lt;br /&gt;
&lt;br /&gt;
The output on the SMES should be at most 50% of the 90 kW generated by the cells due to the revolution of the station around the local star (percentage estimated but unconfirmed). Since the solar has to collect enough energy in the day cycle of the array to output for both day and night, it&#039;s usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won&#039;t be able to collect enough to keep it charged for the first night cycle, resulting in a little bit of lag in the output of the solars.  For example, if solar cells generate 85500 W (85.5 kW), the output shouldn&#039;t be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output.&lt;br /&gt;
&lt;br /&gt;
If more power storage is desired, say in the initial stage of the set-up, the engineer may want to reduce or even eliminate power output for the first few solar cycles, before setting the long-term power output.&lt;br /&gt;
&lt;br /&gt;
Once all four Solar SMESs are adequately charged and outputting long-term power, they will provide a very dependable power output with almost no oversight needed. In our example, the station would receive 160 kW (4 arrays x 40 kW SMES output) from solars, which is usually more than enough to sustain the station on its own without the engine. This system is also modular, so that even if only three out of four Solar SMESs are used, the total power output is reduced accordingly but still completely steady.&lt;br /&gt;
&lt;br /&gt;
That being said, if unchecked, power sinks can drain the solar SMESs, which if depleted would need to go through a solar cycle again before being able to provide steady, adequate power to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Lag due to first night cycle and initial SMES charging, prone to being set up improperly, some power loss to correct for potentially broken panels, can be drained by power sinks.&lt;br /&gt;
====Wiring to the Grid====&lt;br /&gt;
Wiring the solar arrays directly to the grid is often used as a more straight-forward approach to hooking up the solars, which benefits the Engineer by bypassing the intricacies of the SMES and generating a generally larger power output but at the expense of a less steady, less modular electrical source. This is often helpful in the emergency circumstances where the supermatter crystal has delaminated, taking out the whole of Engineering with it, or when the Singularity or Tesla gets loose.&lt;br /&gt;
&lt;br /&gt;
To achieve this, the Engineer usually just wires together the cable leading from the array directly to the cable leading out from the solar maintenance room. Typically, insulated gloves are a necessity since the Engineer will need to tap the solar power lines into the main power grid. However, as easy as that sounds, rookie Engineers tend to mangle the wiring so much that the array power lines never make it to the grid.&lt;br /&gt;
&lt;br /&gt;
Once all the arrays are wired, and because of the day-night cycle, on average, about two solar arrays worth of power will be generated at any given time, equating to about 180 kW of power. However, the exact number will fluctuate depending on how much light reaches individual panels. Additionally, if not all of the solars are wired to the grid, the output will be drastically lower and may cause brown outs in the station.&lt;br /&gt;
&lt;br /&gt;
On the plus side, wiring the solars directly to the grid prevents wiring sabotage since anyone cutting the wires also needs insulated gloves. Also, power sinks pose little risk as the solar power is immediate and not distributed from an SMES.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;  Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.&lt;br /&gt;
====Dual-Wiring: The Best of Both Worlds====&lt;br /&gt;
There is another, less used option that utilizes the benefits from both wiring ideologies while mitigating the risk: dual-wire the solar arrays both to the Solar SMESs and directly into the grid at the same time.&lt;br /&gt;
&lt;br /&gt;
Initially, the Engineer would want to charge the SMESs enough to where they could give an adequate supply of power. Then, if the Engineer is skilled enough at wiring, both the SMES and the solar arrays can be wired to the grid at the same time. Since the station only draws about 150 kW, but the solars wired to grid produce 180 kW, there&#039;s a spare 30 kW to split between the Solar SMESs for recharging. Setting all four Solar SMESs to charge at 6 kW is feasible (reduced from 7.5 kW to account for broken solar panels). The output setting on the SMES can be any value so long as the station draws full power from the solars wired directly. This effectively makes the Solar SMESs a backup power source.&lt;br /&gt;
&lt;br /&gt;
The drawbacks though are that the Solar SMES input levels should not be put higher than 6 kW since a Solar SMES located at an array going through the night cycle will attempt to draw power from a Solar SMES higher upstream in the [[#power queue]], cannibalizing the power from that SMES.&lt;br /&gt;
&lt;br /&gt;
Also, the 2 conventional Backup SMESs can&#039;t be charged for the same reason of the power queue. However, since the 4 Solar SMESs act as backups, this trade-off is in favor of the dual-wiring of the solars.&lt;br /&gt;
&lt;br /&gt;
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn&#039;t matter much.&lt;br /&gt;
&lt;br /&gt;
The drawback that all solars must be wired directly to the grid to prevent severe fluctuation. The same is not true of the SMES-side of this set-up. Each SMES acts like an independent backup, so any undesired SMESs don&#039;t have to be set, making the system semi-modular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation&lt;br /&gt;
==Gas Turbine Generator==&lt;br /&gt;
[[File:Turbine.png|thumb|The Turbine]]&lt;br /&gt;
&#039;&#039;See: [[Atmospheric Technician#The turbine|Gas Turbine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gas turbine generator is a tertiary power source that was recently installed in the incinerator. By utilizing the temperature differential between very hot air and very cold air, the turbine generator is able to create a nominal amount of electricity. The hot air is created by burning plasma and oxygen gas mixtures. The cold air is creating by passing air through cooling tubes located in space.&lt;br /&gt;
&lt;br /&gt;
Although it&#039;s usually the last power source set up on the station, it&#039;s the only power source that can be accessed by Atmospherics (only). Also, they&#039;re the only ones who can turn on and mix the gas feed needed to sustain the generator without the use of gas canisters. The exact gas mixture for optimal power generation is unknown at this point, but some Engineers have reported values as high as 100 kW and in typical Engineer fashion forgot to write down their recipe. Be prepared to field questions from &amp;lt;s&amp;gt;overprotective&amp;lt;/s&amp;gt; proactive [[AI]]s who notice plasma in the mixtank.&lt;br /&gt;
==Portable Generators==&lt;br /&gt;
Portable generators are failsafes when all other systems fail. They require fuel that is fed directly into the generator by hand. The type of fuel is dependent which type of generator is being used.&lt;br /&gt;
&lt;br /&gt;
Portable generators can be upgraded using parts created by a protolathe.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Fuel Required by Portable Generator Type&lt;br /&gt;
!Type!!Fuel&lt;br /&gt;
|-&lt;br /&gt;
|P.A.C.M.A.N. Portable Generator||Plasma&lt;br /&gt;
|-&lt;br /&gt;
|M.R.S.P.A.C.M.A.N. Portable Generator (removed)||Diamond&lt;br /&gt;
|-&lt;br /&gt;
|S.U.P.E.R.P.A.C.M.A.N. Portable Generator||Uranium&lt;br /&gt;
|}One PACMAN generator is located in the normal engineering storage or secure storage, with plasma located in secure storage, and it will be needed when you take too long to set up the supermatter and there isn&#039;t enough juice left in the SMES to power the emitters, or when, during a powersink, you need power to an isolated room.&lt;br /&gt;
==Power Cells==&lt;br /&gt;
Power cells are used to power devices smaller than the station such as APCs and cyborgs. Constructed with a protolathe, typical power cells come in several different flavors, in increasing capacity: the default power cell, the high-capacity power cell, the super-capacity power cell, or the hyper-capacity power cell.&lt;br /&gt;
&lt;br /&gt;
There are also atypical cells such as a potato cell and a slime core cell.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Power Capacity by Type of Cell&lt;br /&gt;
!Type!!Capacity (J)&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |Typical Cells&lt;br /&gt;
|-&lt;br /&gt;
|Power Cell||10000&lt;br /&gt;
|-&lt;br /&gt;
|High Capacity Power Cell||15000&lt;br /&gt;
|-&lt;br /&gt;
|Super Capacity Power Cell||20000&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Capacity Power Cell||30000&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace Power Cell||40000&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |Atypical Cells&lt;br /&gt;
|-&lt;br /&gt;
|Potato Cell||300&lt;br /&gt;
|-&lt;br /&gt;
|Yellow EMP-proof Slime Core Cell||5000&lt;br /&gt;
|-&lt;br /&gt;
|Yellow Hypercharged Slime Core cell||50000&lt;br /&gt;
|}&lt;br /&gt;
=Power Distribution=&lt;br /&gt;
==Power Grid==&lt;br /&gt;
To most people they&#039;re just wires that burn the shit out of you when you try to cut them without wearing insulated gloves. But really, the power grid is the electrical backbone of the station, powering everything from the emitters containing the singularity to the APC that controls the bathrooms in the locker room that you never go to. Also, it burns the shit out of you if you try to cut it without wearing insulated gloves.&lt;br /&gt;
==SMES==&lt;br /&gt;
[[File:SMES_Charging.gif]]&lt;br /&gt;
&lt;br /&gt;
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:&lt;br /&gt;
&lt;br /&gt;
1. a wiring input from a power source, such as Solars or the Singularity Engine, or from the power grid itself, in the case of the Backups SMESs, and&lt;br /&gt;
&lt;br /&gt;
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations&lt;br /&gt;
===SMES Properties===&lt;br /&gt;
SMES have a modifiable storage capacity, dependent on the power cells installed in the SMES upon fabrication. All SMESs present at the beginning of a typical shift have a default capacity of 3.33 MJ.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMES Capacity vs Power Cell&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Power Cell!! colspan=&amp;quot;2&amp;quot; |Capacity&lt;br /&gt;
|-&lt;br /&gt;
!per cell installed!!per 5 cells installed&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Typical&lt;br /&gt;
|-&lt;br /&gt;
|Standard||1.33 MJ||6.66 MJ&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity||13.33 MJ||66.66 MJ&lt;br /&gt;
|-&lt;br /&gt;
|Super-Capacity||26.66 MJ||133.33 MJ&lt;br /&gt;
|-&lt;br /&gt;
|Hyper-Capacity||40.00 MJ||200.00 MJ&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Atypical&lt;br /&gt;
|-&lt;br /&gt;
|Potato Cell||0.40 MJ||2 MJ&lt;br /&gt;
|-&lt;br /&gt;
|Cyborg Cell||TBD||TBD&lt;br /&gt;
|-&lt;br /&gt;
|Slime Core/SMES Cell||TBD||TBD&lt;br /&gt;
|}SMES input (charging) and output levels can be modified using [[capacitor]]s. All SMESs present at the beginning of a typical shift have a basic capacitor with default i/o levels of 200 kW.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMES Input/Output Levels vs Capacitor&lt;br /&gt;
!Capacitor!!Max Input Level!!Max Output Level&lt;br /&gt;
|-&lt;br /&gt;
|[[Capacitor|Basic]]||200000 W (200 kW)||200000 W (200 kW)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced||400000 W (400 kW)||400000 W (400 kW)&lt;br /&gt;
|-&lt;br /&gt;
|Super||600000 W (600 kW)||600000 W (600 kW)&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic||800000 W (800 kW)||800000 W (800 kW)&lt;br /&gt;
|}SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.&lt;br /&gt;
==[[APC|APCs]]==&lt;br /&gt;
[[File:APC2.gif]]&lt;br /&gt;
&lt;br /&gt;
APCs, or Automated Power Controllers, are found on the walls of the room they&#039;re powering or, more likely, in maintenance just outside the room. They can be used to toggle the room&#039;s equipment, lighting and environmental (a.k.a. ventilation) systems on and off.&lt;br /&gt;
=Concepts=&lt;br /&gt;
==System Power==&lt;br /&gt;
System power is the amount of power available to the station at any given time. Power is made available through charged SMESs outputting power and through immediate power from power sources wired directly to the grid.&lt;br /&gt;
&lt;br /&gt;
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)&lt;br /&gt;
==Power Queue==&lt;br /&gt;
To maintain a stable source of power for station equipment, the station power grid follows a &#039;&#039;power queue&#039;&#039; where an electrical component with higher rank on the queue has its power draw from the grid evaluated before an electrical component with a lower priority. APCs are typically the lowest priority since they only draw power, while the power sources on the station are the highest priority since they only produce power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Power Queue&lt;br /&gt;
|+&lt;br /&gt;
!Rank!!Category!!Location&lt;br /&gt;
|-&lt;br /&gt;
|1|| colspan=&amp;quot;2&amp;quot; |All Power Sources&lt;br /&gt;
|-&lt;br /&gt;
|2||Power Sink||You wish I told you&lt;br /&gt;
|-&lt;br /&gt;
|3||Solar SMES #1||Starboard Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|4||Solar SMES #2||Port Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|5||Solar SMES #3||Starboard Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|6||Solar SMES #4||Port Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|7||Singlo SMES #1||SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|8||Singlo SMES #2||SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|9||Singlo SMES #3||SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|??||Gas Turbine SMES||Incinerator Access (Gas Turbine Power Room)&lt;br /&gt;
|-&lt;br /&gt;
|10||Backups SMES #1||Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|11||Backups SMES #2||Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|12|| colspan=&amp;quot;2&amp;quot; |Station APC Queue&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Isolated SMESs&lt;br /&gt;
|-&lt;br /&gt;
|N/A||Gravity SMES||Gravity Generator Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A||AI SMES||AI Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A||Mining Output SMES||Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A||North Mining Output SMES||North Mining Outpost&lt;br /&gt;
|-&lt;br /&gt;
|N/A||West Mining Output SMES||West Mining Outpost&lt;br /&gt;
|}&lt;br /&gt;
===Power Output and the Power Queue===&lt;br /&gt;
The most visible effect of the power queue is that if there is not enough output power available on the grid because a component with higher rank is requesting it, then a lower rank component will not charge. For example, if the Backup SMESs are set to input 200 kW each from the grid and the APCs draw 150 kW, but the grid only provides 250 kW total, then the second Backup SMES will not charge and around two out of three APCs will go unpowered as well.&lt;br /&gt;
===SMES Charging and the Power Queue===&lt;br /&gt;
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.|link=Special:FilePath/SMES_Room_markup.png]]Similarly, if a higher rank component has a high enough output level to handle the station&#039;s power draw, then the station will draw all of its power from the higher rank component instead of splitting the draw with a lower rank component. This phenomenon is seen often when the singlo is set up. An unaware Engineer will purposefully set all three Singlo SMESs to output at a very high value, say 100 kW, or 300 kW, thinking that this will be more than enough to power the station. While this is technically correct, it isn&#039;t advised since it slows down the time it takes until all SMESs are completely full.&lt;br /&gt;
&lt;br /&gt;
An example is the best way to see this. The total power draw on the station is usually near 150 kW. This means the station will draw 100 kW from Singlo SMES #1, 50 kW from Singlo SMES #2, and 0 kW from Singlo SMES #3, resulting in different charging rates of the SMESs. Since SMESs have a capacity of 3,333,333 J (3.33 MJ) and assuming an input level of 200 kW, it should take 33.3 cycles before all the SMESs are completely charged (9.99 MJ total energy stored).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Singlo SMES Non-optimized Charging for 150 kW Power Draw&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | !! colspan=&amp;quot;3&amp;quot; |Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
!Singlo Cell!!Input Level!!Draw!!Charge Rate!!17!!23!!34&lt;br /&gt;
|-&lt;br /&gt;
|SMES #1||200 kW||100 kW||100 kW||1.70 MJ||2.30 MJ||&#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SMES #2||200 kW||50 kW||150 kW||2.55 MJ||&#039;&#039;3.33 MJ&#039;&#039;||&#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SMES #3||200 kW||0 kW||200 kW||&#039;&#039;3.33 MJ&#039;&#039;||&#039;&#039;3.33 MJ&#039;&#039;||&#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||&#039;&#039;&#039;600 kW&#039;&#039;&#039;||&#039;&#039;&#039;150 kW&#039;&#039;&#039;||&#039;&#039;&#039;450 kW&#039;&#039;&#039;||&#039;&#039;&#039;7.58  MJ&#039;&#039;&#039;||&#039;&#039;&#039;8.96 MJ&#039;&#039;&#039;||&#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}A better way is to set output levels on Singlo SMESs #1 and #2 to a third of the total power draw of the station (here, 50 kW), while allowing the remainder (also, 50 kW) to draw from Singlo SMES #3, which would be set higher than that to account for power fluctuations. For the same case where the total draw was 150 kW, we would set SMES #1 and #2 to 50 kW and SMES #3 to something higher like 200 kW. This would have all three SMESs charged in 22.2 cycles -- 33% faster than the situation above.[[File:SMES_Output_v_Cycles_to_Full_v01.png|thumb|400px|right|The optimal number of cycles it takes to charge the singlo SMESs is dependent on both not outputting too little, and not outputting too much.|link=Special:FilePath/SMES_Output_v_Cycles_to_Full_v01.png]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Singlo SMES Optimized Charging for 150 kW Power Draw&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | !! colspan=&amp;quot;2&amp;quot; |Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
!Singlo Cell!!Input Level!!Draw!!Charge Rate!!17!!23&lt;br /&gt;
|-&lt;br /&gt;
|SMES #1||200 kW||50 kW||150 kW||2.55 MJ||&#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SMES #2||200 kW||50 kW||150 kW||2.55 MJ||&#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SMES #3||200 kW||50 kW||150 kW||2.55 MJ||&#039;&#039;3.33 MJ&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||&#039;&#039;&#039;600 kW&#039;&#039;&#039;||&#039;&#039;&#039;150 kW&#039;&#039;&#039;||&#039;&#039;&#039;450 kW&#039;&#039;&#039;||&#039;&#039;&#039;7.65  MJ&#039;&#039;&#039;||&#039;&#039;&#039;&#039;&#039;9.99 MJ&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
=ENGINEERING WHY ARE WE LOSING POWER=&lt;br /&gt;
Sooner or later, on every barely functional space station, the power will go out. This is where you - YES, YOU, YOU LAZY FUCK - come in and call out to recall that shuttle because you can fix it! Power can go out for many reasons. Your first port of call should be the Power Monitoring console in engineering, assuming it still exists. Then, ask yourself what&#039;s going on:&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, in under 10 seconds or so?&#039;&#039;&#039; This is most likely a power sink. Power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere where the lights are still on, or if it&#039;s in maint, where you don&#039;t have to crowbar the doors. Additionally, power sinks produce a TON of heat based on how much power it&#039;s consuming. If you enter an area and suddenly feel very warm, there&#039;s a good chance the power sink is hidden somewhere nearby. Follow the wires and narrow down the possible location,.&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, but gradually, section by section?&#039;&#039;&#039; This means there&#039;s a problem in Engineering itself as the rest of the station is being topped up with charge. It&#039;ll be immediately obvious if the engine isn&#039;t on/has delaminated. Your next port of call should be the SMES cells. Check they&#039;re outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across a small area?&#039;&#039;&#039; This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, its APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn&#039;t showing any of its APCs on the power monitor, the wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across 2 small rooms or in one room?&#039;&#039;&#039; This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn&#039;t show up on the Power Monitoring computer, it means it&#039;s been severed from the power net and wire either inside that room or very close to the APC has been cut.&lt;br /&gt;
*&#039;&#039;&#039;Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?&#039;&#039;&#039; Your SMES aren&#039;t outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;The smes&#039;es cycle between getting power and not getting power for seemingly no reason&#039;&#039;&#039; Bug. admin help it. Can be fixed by admins by restarting the master controller.&lt;br /&gt;
*&#039;&#039;&#039;Power isn&#039;t actually out?&#039;&#039;&#039; Either someone is crying wolf or something else has happened to make it &#039;&#039;look&#039;&#039; like power went out, most likely an [[Random_event#Electrical_Storm|electrical storm]].&lt;br /&gt;
Now that you know what&#039;s wrong with power, it&#039;s your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, &#039;&#039;TURN OFF THE PA IMMEDIATELY&#039;&#039; (it may be worth asking the AI) and wire solars, if they aren&#039;t already wired. It might also be necessary to replace equipment. There is a PACMAN located in the SMES room and a spare SMES unit located in [[Electrical Maintenance]], both of which no one ever remembers. You could also rebuild everything. The tools to build a new SMES are located in [[Tech Storage]], and cargo can order new solar equipment and even a new goddamn PA! ...Assuming they haven&#039;t already done so and pointed it your way, that is.&lt;/div&gt;</summary>
		<author><name>EmiliaPains</name></author>
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