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	<updated>2026-06-04T06:45:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.5</generator>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Hungry_Gunpowder_Bag&amp;diff=34242</id>
		<title>Hungry Gunpowder Bag</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Hungry_Gunpowder_Bag&amp;diff=34242"/>
		<updated>2022-03-27T23:08:55Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
██████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████ &amp;quot;A very good boy&amp;quot; ████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████████████&lt;br /&gt;
== Behavior ==&lt;br /&gt;
█████ ██████████, otherwise referred to as the Hungry Gunpowder Bag. Is an anomalous pseudo-sentient entity capable of directly converting the energy content of edible food into an exotic explosive known as ████████. This substance is extremely volatile and the containing bag should be handled with extreme care.&lt;br /&gt;
&lt;br /&gt;
Given the high energy content of the explosive, a relatively large (and exponentially increasing) amount of nutriment is required for the Hungry Bag to cultivate the explosive, feeding should be done with care as past experiments have shown sufficiently nourished Hungry Gunpowder Bags to attempt to ██████ or ████ ███████ their feeders.&lt;br /&gt;
== Origin ==&lt;br /&gt;
[[File:Hungrybag.png|thumb|CCTV capture of ████ ███████ and a Hungry Gunpowder Bag shortly before they were █████ ████████]]&lt;br /&gt;
List of known station staff that have encountered █████ ██████████&lt;br /&gt;
* ███████ ██████████, The Chef&lt;br /&gt;
* ████ ███████, The Chef&lt;br /&gt;
* █████████ ████, The Chef&lt;br /&gt;
* ███ ████, Assistant Cook&lt;br /&gt;
The exact origin of Hungry Gunpowder Bags are unknown, questioning the █████ remains of the aforementioned station staff has unfortunately yielded very little information, other than the obvious fact that encounters with Hungry Gunpowder Bags often result in ██████████ and death.&lt;br /&gt;
== Recipe ==&lt;br /&gt;
█████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
█████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
██████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
The aforementioned knowledge appears to be unusually common amongst station Cooking staff. This warrants an investigation at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*EDUCATIONAL PURPOSES ONLY. UNAUTHORIZED CREATION OF DESTRUCTIVE ANOMALOUS ENTITIES MAY RESULT IN PAY DEDUCTION&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=34241</id>
		<title>Guide to Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=34241"/>
		<updated>2022-03-27T22:56:51Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.&lt;br /&gt;
==Operating the guns==&lt;br /&gt;
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]&lt;br /&gt;
===Point Defense Cannons===&lt;br /&gt;
Point Defense cannons (PDCs) are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.&lt;br /&gt;
&lt;br /&gt;
Luckily for you, loading these cannons is as easy as firing them. Just go to the loading rack, and insert the new boxes&lt;br /&gt;
===Artillery Cannon (Deck Gun)===&lt;br /&gt;
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
Loading Naval Artillery goes like this:&lt;br /&gt;
# Acquire a projectile, and arm it with a multitool.&lt;br /&gt;
# Drag it onto the Payload Loading Gate.&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.&lt;br /&gt;
# Go to the console and hit &amp;quot;Pack from loader&amp;quot;. &lt;br /&gt;
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.&lt;br /&gt;
# Go back to the Console, and hit &amp;quot;Feed Shell&amp;quot;.&lt;br /&gt;
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps&lt;br /&gt;
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.&lt;br /&gt;
&lt;br /&gt;
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT. A [[Hungry Gunpowder Bag|Hungry gunpowder bag]]'s dT% varies greatly depending on how much it has been fed.&lt;br /&gt;
===[[File:AMSComp.gif]] Autonomous Missile System (AMS)===&lt;br /&gt;
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click &amp;quot;Payload Loaded&amp;quot; then &amp;quot;Payload Chambered&amp;quot;. Don't forget to turn off safeties!&lt;br /&gt;
&lt;br /&gt;
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:&lt;br /&gt;
====Anti-ship====&lt;br /&gt;
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.&lt;br /&gt;
====Countermeasure====&lt;br /&gt;
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.&lt;br /&gt;
=== Torpedo Tubes ===&lt;br /&gt;
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.&lt;br /&gt;
&lt;br /&gt;
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press &amp;quot;Load tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot; to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage&lt;br /&gt;
====Maintenance====&lt;br /&gt;
Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
===Gauss Guns===&lt;br /&gt;
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.&lt;br /&gt;
&lt;br /&gt;
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.&lt;br /&gt;
=== Superliminal Bluespace Artillery ===&lt;br /&gt;
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.&lt;br /&gt;
&lt;br /&gt;
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.&lt;br /&gt;
&lt;br /&gt;
'''Ensure that it has a clear firing path to space.'''&lt;br /&gt;
=== Flak cannons ===&lt;br /&gt;
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.&lt;br /&gt;
&lt;br /&gt;
Operating them is as simple as inputting a new box of ammo into the rack on the wall.&lt;br /&gt;
==Acquiring ammunition==&lt;br /&gt;
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat &amp;lt;s&amp;gt; you're fucked &amp;lt;/s&amp;gt;, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.&lt;br /&gt;
===PDC/Flak/Deck gun===&lt;br /&gt;
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.&amp;lt;br&amp;gt;Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.&lt;br /&gt;
===Torpedoes and Missiles===&lt;br /&gt;
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!&lt;br /&gt;
&lt;br /&gt;
These are the steps you need to construct a missile or torpedo:&lt;br /&gt;
# Get a casing, either made from metal or ordered from cargo.&lt;br /&gt;
# Add the propulsion system.&lt;br /&gt;
# Wrench the propulsion into place.&lt;br /&gt;
# Add the guidance system.&lt;br /&gt;
# Screwdriver the guidance system in place.&lt;br /&gt;
# Add the IFF card.&lt;br /&gt;
# Screwdriver the card in place.&lt;br /&gt;
# Add the warhead.&lt;br /&gt;
# Wrench the warhead in place.&lt;br /&gt;
# Wire it.&lt;br /&gt;
# Wrench once more.&lt;br /&gt;
# Weld it all together.&lt;br /&gt;
There are a total of six different types of torpedoes you can make. Each serves a different purpose.&lt;br /&gt;
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. &lt;br /&gt;
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. &lt;br /&gt;
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. &lt;br /&gt;
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. &lt;br /&gt;
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. &lt;br /&gt;
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.&lt;br /&gt;
Unfortunately it's only possible to construct one type of missile right now.&lt;br /&gt;
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. &lt;br /&gt;
====Autonomous Missile Factory====&lt;br /&gt;
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]&lt;br /&gt;
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.&lt;br /&gt;
&lt;br /&gt;
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.&lt;br /&gt;
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. &lt;br /&gt;
&lt;br /&gt;
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.&lt;br /&gt;
==You're ready==&lt;br /&gt;
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.&lt;br /&gt;
==More Dakka==&lt;br /&gt;
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, here is a tip if you want to arm your ship:&lt;br /&gt;
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.&lt;br /&gt;
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.&lt;br /&gt;
Here is how you can construct ship weaponry:&lt;br /&gt;
=== PDC loading rack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:PDCrack.png]]&amp;lt;br&amp;gt;PDC loading rack&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x5&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x4&amp;lt;br&amp;gt;[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board&amp;lt;br&amp;gt;[[File:Micro Manipulator.png|Micro-mainpulator]]x4&amp;lt;br&amp;gt;[[File:Capacitor.png|Capacitor]]x2&amp;lt;br&amp;gt;[[File:Matter bin.png|Matter bin]]x3&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and the PDC loading rack frame from '''5 metal'''&lt;br /&gt;
# '''Put''' it on a wall&lt;br /&gt;
# '''Wrench''' it on&lt;br /&gt;
# '''Wire''' it&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''4 micro-manipulators'''&lt;br /&gt;
# Add '''2 capacitors'''&lt;br /&gt;
# Add '''3 matter bins'''&lt;br /&gt;
## You can do this using an RPED&lt;br /&gt;
# Add the '''Firing electronics'''&lt;br /&gt;
## The order of these 4 steps does not matter&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Pry''' the parts out&lt;br /&gt;
# '''Cut''' the wiring&lt;br /&gt;
# '''Unwrench''' the frame&lt;br /&gt;
# '''Lift it off''' the wall with your hands&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== Torpedo Tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Torptube.png]]&amp;lt;br&amp;gt;Torpedo Tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_r.png|Plasteel]]x4&amp;lt;br&amp;gt;[[File:Nanoglass.png|Nanocarbon glass]]x6&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
#  Build Torpedo Tube frame from 4 '''Plasteel Sheets'''&lt;br /&gt;
# '''Wrench''' it into place&lt;br /&gt;
# '''Weld''' it to the floor&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the barrel&lt;br /&gt;
# '''Wrench''' the barrel in&lt;br /&gt;
# '''Wire''' the frame&lt;br /&gt;
# Add the '''Firing Electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the door&lt;br /&gt;
# '''Wrench''' the door in place&lt;br /&gt;
# '''Screw''' the maintenance hatch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
## Note: The weapon can now be lubricated&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
# '''Unscrew''' the door frame&lt;br /&gt;
# '''Wrench''' the door out&lt;br /&gt;
# '''Pry''' the door out of the frame&lt;br /&gt;
# '''Unscrew''' the electronics&lt;br /&gt;
# '''Pry''' the electronics out of their place&lt;br /&gt;
# '''Cut''' the wires away&lt;br /&gt;
# '''Unbolt''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame&lt;br /&gt;
# '''Weld''' the frame apart&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== VLS launch tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:AMS tube.png]]&amp;lt;br&amp;gt;VLS launch tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Titaniumdone.png|Titanium]]x20&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x20&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x10&amp;lt;br&amp;gt;[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal'''&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''20 titanium'''&lt;br /&gt;
# Add '''30 metal'''&lt;br /&gt;
# Add '''20 copper'''&lt;br /&gt;
# Add '''10 cable'''&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== Naval Artillery ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Deck gun.png]]&amp;lt;br&amp;gt;[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]&amp;lt;br&amp;gt;Naval Artillery&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titaniumdone.png|Titanium]]x120&amp;lt;br&amp;gt;[[File:Metal_r.png|Plasteel]]x22&amp;lt;br&amp;gt;[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x50&amp;lt;br&amp;gt;[[File:Diamonddone.png|Diamond]]x5&amp;lt;br&amp;gt;[[File:Duranium.png|Duranium]]x1&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x34&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun core board]]Deck gun core board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board&amp;lt;br&amp;gt;[[File:Igniter.png|Igniter]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun&lt;br /&gt;
==== Building the indoors, multitile part ====&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
## Note: Which machine frame will become which machine does not matter, only that they are next to the core&lt;br /&gt;
# Add the '''Deck gun core board''' to the machine frame in the ''middle''&lt;br /&gt;
## Marked on the picture with ''Red''&lt;br /&gt;
# Add '''20 titanium''' and '''5 cable'''&lt;br /&gt;
# '''Screwdriver''' to finish the core&lt;br /&gt;
# Add the '''Deck gun payload gate board'''&lt;br /&gt;
## Marked on the picture with ''Blue''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''&lt;br /&gt;
# Add a '''Railgun rail'''&lt;br /&gt;
## Note: Can be made from 1 duranium&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
## Note: It's made from 10 metal&lt;br /&gt;
# '''Screwdriver''' to finish the payload gate&lt;br /&gt;
# Add the '''Deck gun powder gate board'''&lt;br /&gt;
## Marked on the picture with ''Purple''&lt;br /&gt;
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate&lt;br /&gt;
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''&lt;br /&gt;
# '''Screwdriver''' to finish the gate&lt;br /&gt;
# Add the '''Deck gun auto elevator board'''&lt;br /&gt;
## Marked on the picture with ''Yellow''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''&lt;br /&gt;
# '''Screwdriver''' to finish the elevator&lt;br /&gt;
# Build a '''chair''' from any material&lt;br /&gt;
## Marked on the picture with ''White''&lt;br /&gt;
## ANY chair will do&lt;br /&gt;
# Add the '''Deck gun loading computer board''' to the Computer frame&lt;br /&gt;
## Marked on the picture with ''Green''&lt;br /&gt;
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''&lt;br /&gt;
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines&lt;br /&gt;
==== Building the outdoors part ====&lt;br /&gt;
# Go to the deck '''above you''', on the '''same spot as your Core'''&lt;br /&gt;
## Use a GPS&lt;br /&gt;
# Build a Deck gun frame from '''20 plasteel'''&lt;br /&gt;
# '''Wrench''' it to the ground&lt;br /&gt;
# '''Weld''' it down&lt;br /&gt;
# Add the '''firing electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add an '''Igniter'''&lt;br /&gt;
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)&lt;br /&gt;
## ''Screw'' the upgrade in&lt;br /&gt;
## Add 3 ''igniters''&lt;br /&gt;
# '''Screw''' the Igniters in&lt;br /&gt;
# '''Wire''' the Igniters&lt;br /&gt;
# '''Weld''' the wiring down&lt;br /&gt;
# Add 2 '''plasteel'''&lt;br /&gt;
# Add a '''MAC barrel'''&lt;br /&gt;
## Can be made from 1 duranium&lt;br /&gt;
## In case the gun was upgraded, add ''3 of these''&lt;br /&gt;
# '''Weld''' the barrels down&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
##Note: It's made from 10 metal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
The frame can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
## If you examine the gun, there will be a button labeled &amp;quot;Force Eject Shell&amp;quot;. Be warned, this will '''fire the shell'''.&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the loading tray out&lt;br /&gt;
# '''Unweld''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the inner plasteel casing&lt;br /&gt;
# '''Unweld''' the wiring&lt;br /&gt;
# '''Cut''' the wiring out&lt;br /&gt;
# '''Unscrew''' the igniters&lt;br /&gt;
# '''Remove''' the igniters by hand&lt;br /&gt;
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it&lt;br /&gt;
## Then ''Pry'' it out&lt;br /&gt;
# '''Unscrew''' the firing electronics&lt;br /&gt;
# '''Pry''' the electronics out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame from the floor&lt;br /&gt;
# '''Cut''' the frame apart with a welder&lt;br /&gt;
The machines can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# Remove the components and the circuit board with a '''crowbar'''&lt;br /&gt;
# '''Cut''' the wires out&lt;br /&gt;
# '''Unwrench''' the frame from the ground&lt;br /&gt;
# Dissasemble the frame with a '''screwdriver'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some &amp;lt;s&amp;gt; weird &amp;lt;/s&amp;gt; people might find it fun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Hungry_Gunpowder_Bag&amp;diff=34240</id>
		<title>Hungry Gunpowder Bag</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Hungry_Gunpowder_Bag&amp;diff=34240"/>
		<updated>2022-03-27T22:55:35Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: hungry gunpowder bag :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
██████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████ &amp;quot;A very good boy&amp;quot; ████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
█████ ██████████, otherwise referred to as the Hungry Gunpowder Bag. Is an anomalous pseudo-sentient entity capable of directly converting the energy content of edible food into an exotic explosive known as ████████. This substance is extremely volatile and the containing bag should be handled with extreme care.&lt;br /&gt;
&lt;br /&gt;
Given the high energy content of the explosive, a relatively large (and exponentially increasing) amount of nutriment is required for the Hungry Bag to cultivate the explosive, feeding should be done with care as past experiments have shown sufficiently nourished Hungry Gunpowder Bags to attempt to ██████ or ████ ███████ their feeders.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
[[File:Hungrybag.png|thumb|CCTV capture of ████ ███████ and a Hungry Gunpowder Bag shortly before they were █████ ████████]]&lt;br /&gt;
List of known station staff that have encountered █████ ██████████&lt;br /&gt;
&lt;br /&gt;
* ███████ ██████████, The Chef&lt;br /&gt;
* ████ ███████, The Chef&lt;br /&gt;
* █████████ ████, The Chef&lt;br /&gt;
* ███ ████, Assistant Cook&lt;br /&gt;
&lt;br /&gt;
The exact origin of Hungry Gunpowder Bags are unknown, questioning the █████ remains of the aforementioned station staff has unfortunately yielded very little information, other than the obvious fact that encounters with Hungry Gunpowder Bags often result in ██████████ and death.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
█████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
██████████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
████████████████████████████████████████████████████████████████&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*EDUCATIONAL PURPOSES ONLY. UNAUTHORIZED CREATION OF DESTRUCTIVE ANOMALOUS ENTITIES MAY RESULT IN PAY DEDUCTION&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Hungrybag.png&amp;diff=34239</id>
		<title>File:Hungrybag.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Hungrybag.png&amp;diff=34239"/>
		<updated>2022-03-27T22:43:50Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;he is a very good boy&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=34238</id>
		<title>Guide to Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=34238"/>
		<updated>2022-03-27T22:42:13Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: hungry gunpowder bag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.&lt;br /&gt;
==Operating the guns==&lt;br /&gt;
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]&lt;br /&gt;
===Point Defense Cannons===&lt;br /&gt;
Point Defense cannons (PDCs) are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.&lt;br /&gt;
&lt;br /&gt;
Luckily for you, loading these cannons is as easy as firing them. Just go to the loading rack, and insert the new boxes&lt;br /&gt;
===Artillery Cannon (Deck Gun)===&lt;br /&gt;
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
Loading Naval Artillery goes like this:&lt;br /&gt;
# Acquire a projectile, and arm it with a multitool.&lt;br /&gt;
# Drag it onto the Payload Loading Gate.&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.&lt;br /&gt;
# Go to the console and hit &amp;quot;Pack from loader&amp;quot;. &lt;br /&gt;
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.&lt;br /&gt;
# Go back to the Console, and hit &amp;quot;Feed Shell&amp;quot;.&lt;br /&gt;
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps&lt;br /&gt;
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.&lt;br /&gt;
&lt;br /&gt;
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT. A [[Hungry gunpowder bag]]'s dT% varies greatly depending on how much it has been fed.&lt;br /&gt;
===[[File:AMSComp.gif]] Autonomous Missile System (AMS)===&lt;br /&gt;
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click &amp;quot;Payload Loaded&amp;quot; then &amp;quot;Payload Chambered&amp;quot;. Don't forget to turn off safeties!&lt;br /&gt;
&lt;br /&gt;
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:&lt;br /&gt;
====Anti-ship====&lt;br /&gt;
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.&lt;br /&gt;
====Countermeasure====&lt;br /&gt;
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.&lt;br /&gt;
=== Torpedo Tubes ===&lt;br /&gt;
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.&lt;br /&gt;
&lt;br /&gt;
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press &amp;quot;Load tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot; to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage&lt;br /&gt;
====Maintenance====&lt;br /&gt;
Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
===Gauss Guns===&lt;br /&gt;
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.&lt;br /&gt;
&lt;br /&gt;
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.&lt;br /&gt;
=== Superliminal Bluespace Artillery ===&lt;br /&gt;
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.&lt;br /&gt;
&lt;br /&gt;
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.&lt;br /&gt;
&lt;br /&gt;
'''Ensure that it has a clear firing path to space.'''&lt;br /&gt;
=== Flak cannons ===&lt;br /&gt;
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.&lt;br /&gt;
&lt;br /&gt;
Operating them is as simple as inputting a new box of ammo into the rack on the wall.&lt;br /&gt;
==Acquiring ammunition==&lt;br /&gt;
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat &amp;lt;s&amp;gt; you're fucked &amp;lt;/s&amp;gt;, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.&lt;br /&gt;
===PDC/Flak/Deck gun===&lt;br /&gt;
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.&amp;lt;br&amp;gt;Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.&lt;br /&gt;
===Torpedoes and Missiles===&lt;br /&gt;
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!&lt;br /&gt;
&lt;br /&gt;
These are the steps you need to construct a missile or torpedo:&lt;br /&gt;
# Get a casing, either made from metal or ordered from cargo.&lt;br /&gt;
# Add the propulsion system.&lt;br /&gt;
# Wrench the propulsion into place.&lt;br /&gt;
# Add the guidance system.&lt;br /&gt;
# Screwdriver the guidance system in place.&lt;br /&gt;
# Add the IFF card.&lt;br /&gt;
# Screwdriver the card in place.&lt;br /&gt;
# Add the warhead.&lt;br /&gt;
# Wrench the warhead in place.&lt;br /&gt;
# Wire it.&lt;br /&gt;
# Wrench once more.&lt;br /&gt;
# Weld it all together.&lt;br /&gt;
There are a total of six different types of torpedoes you can make. Each serves a different purpose.&lt;br /&gt;
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. &lt;br /&gt;
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. &lt;br /&gt;
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. &lt;br /&gt;
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. &lt;br /&gt;
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. &lt;br /&gt;
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.&lt;br /&gt;
Unfortunately it's only possible to construct one type of missile right now.&lt;br /&gt;
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. &lt;br /&gt;
====Autonomous Missile Factory====&lt;br /&gt;
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]&lt;br /&gt;
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.&lt;br /&gt;
&lt;br /&gt;
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.&lt;br /&gt;
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. &lt;br /&gt;
&lt;br /&gt;
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.&lt;br /&gt;
==You're ready==&lt;br /&gt;
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.&lt;br /&gt;
==More Dakka==&lt;br /&gt;
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, here is a tip if you want to arm your ship:&lt;br /&gt;
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.&lt;br /&gt;
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.&lt;br /&gt;
Here is how you can construct ship weaponry:&lt;br /&gt;
=== PDC loading rack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:PDCrack.png]]&amp;lt;br&amp;gt;PDC loading rack&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x5&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x4&amp;lt;br&amp;gt;[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board&amp;lt;br&amp;gt;[[File:Micro Manipulator.png|Micro-mainpulator]]x4&amp;lt;br&amp;gt;[[File:Capacitor.png|Capacitor]]x2&amp;lt;br&amp;gt;[[File:Matter bin.png|Matter bin]]x3&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and the PDC loading rack frame from '''5 metal'''&lt;br /&gt;
# '''Put''' it on a wall&lt;br /&gt;
# '''Wrench''' it on&lt;br /&gt;
# '''Wire''' it&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''4 micro-manipulators'''&lt;br /&gt;
# Add '''2 capacitors'''&lt;br /&gt;
# Add '''3 matter bins'''&lt;br /&gt;
## You can do this using an RPED&lt;br /&gt;
# Add the '''Firing electronics'''&lt;br /&gt;
## The order of these 4 steps does not matter&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Pry''' the parts out&lt;br /&gt;
# '''Cut''' the wiring&lt;br /&gt;
# '''Unwrench''' the frame&lt;br /&gt;
# '''Lift it off''' the wall with your hands&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== Torpedo Tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Torptube.png]]&amp;lt;br&amp;gt;Torpedo Tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_r.png|Plasteel]]x4&amp;lt;br&amp;gt;[[File:Nanoglass.png|Nanocarbon glass]]x6&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
#  Build Torpedo Tube frame from 4 '''Plasteel Sheets'''&lt;br /&gt;
# '''Wrench''' it into place&lt;br /&gt;
# '''Weld''' it to the floor&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the barrel&lt;br /&gt;
# '''Wrench''' the barrel in&lt;br /&gt;
# '''Wire''' the frame&lt;br /&gt;
# Add the '''Firing Electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the door&lt;br /&gt;
# '''Wrench''' the door in place&lt;br /&gt;
# '''Screw''' the maintenance hatch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
## Note: The weapon can now be lubricated&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
# '''Unscrew''' the door frame&lt;br /&gt;
# '''Wrench''' the door out&lt;br /&gt;
# '''Pry''' the door out of the frame&lt;br /&gt;
# '''Unscrew''' the electronics&lt;br /&gt;
# '''Pry''' the electronics out of their place&lt;br /&gt;
# '''Cut''' the wires away&lt;br /&gt;
# '''Unbolt''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame&lt;br /&gt;
# '''Weld''' the frame apart&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== VLS launch tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:AMS tube.png]]&amp;lt;br&amp;gt;VLS launch tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Titaniumdone.png|Titanium]]x20&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x20&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x10&amp;lt;br&amp;gt;[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal'''&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''20 titanium'''&lt;br /&gt;
# Add '''30 metal'''&lt;br /&gt;
# Add '''20 copper'''&lt;br /&gt;
# Add '''10 cable'''&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== Naval Artillery ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Deck gun.png]]&amp;lt;br&amp;gt;[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]&amp;lt;br&amp;gt;Naval Artillery&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titaniumdone.png|Titanium]]x120&amp;lt;br&amp;gt;[[File:Metal_r.png|Plasteel]]x22&amp;lt;br&amp;gt;[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x50&amp;lt;br&amp;gt;[[File:Diamonddone.png|Diamond]]x5&amp;lt;br&amp;gt;[[File:Duranium.png|Duranium]]x1&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x34&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun core board]]Deck gun core board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board&amp;lt;br&amp;gt;[[File:Igniter.png|Igniter]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun&lt;br /&gt;
==== Building the indoors, multitile part ====&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
## Note: Which machine frame will become which machine does not matter, only that they are next to the core&lt;br /&gt;
# Add the '''Deck gun core board''' to the machine frame in the ''middle''&lt;br /&gt;
## Marked on the picture with ''Red''&lt;br /&gt;
# Add '''20 titanium''' and '''5 cable'''&lt;br /&gt;
# '''Screwdriver''' to finish the core&lt;br /&gt;
# Add the '''Deck gun payload gate board'''&lt;br /&gt;
## Marked on the picture with ''Blue''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''&lt;br /&gt;
# Add a '''Railgun rail'''&lt;br /&gt;
## Note: Can be made from 1 duranium&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
## Note: It's made from 10 metal&lt;br /&gt;
# '''Screwdriver''' to finish the payload gate&lt;br /&gt;
# Add the '''Deck gun powder gate board'''&lt;br /&gt;
## Marked on the picture with ''Purple''&lt;br /&gt;
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate&lt;br /&gt;
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''&lt;br /&gt;
# '''Screwdriver''' to finish the gate&lt;br /&gt;
# Add the '''Deck gun auto elevator board'''&lt;br /&gt;
## Marked on the picture with ''Yellow''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''&lt;br /&gt;
# '''Screwdriver''' to finish the elevator&lt;br /&gt;
# Build a '''chair''' from any material&lt;br /&gt;
## Marked on the picture with ''White''&lt;br /&gt;
## ANY chair will do&lt;br /&gt;
# Add the '''Deck gun loading computer board''' to the Computer frame&lt;br /&gt;
## Marked on the picture with ''Green''&lt;br /&gt;
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''&lt;br /&gt;
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines&lt;br /&gt;
==== Building the outdoors part ====&lt;br /&gt;
# Go to the deck '''above you''', on the '''same spot as your Core'''&lt;br /&gt;
## Use a GPS&lt;br /&gt;
# Build a Deck gun frame from '''20 plasteel'''&lt;br /&gt;
# '''Wrench''' it to the ground&lt;br /&gt;
# '''Weld''' it down&lt;br /&gt;
# Add the '''firing electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add an '''Igniter'''&lt;br /&gt;
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)&lt;br /&gt;
## ''Screw'' the upgrade in&lt;br /&gt;
## Add 3 ''igniters''&lt;br /&gt;
# '''Screw''' the Igniters in&lt;br /&gt;
# '''Wire''' the Igniters&lt;br /&gt;
# '''Weld''' the wiring down&lt;br /&gt;
# Add 2 '''plasteel'''&lt;br /&gt;
# Add a '''MAC barrel'''&lt;br /&gt;
## Can be made from 1 duranium&lt;br /&gt;
## In case the gun was upgraded, add ''3 of these''&lt;br /&gt;
# '''Weld''' the barrels down&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
##Note: It's made from 10 metal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
The frame can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
## If you examine the gun, there will be a button labeled &amp;quot;Force Eject Shell&amp;quot;. Be warned, this will '''fire the shell'''.&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the loading tray out&lt;br /&gt;
# '''Unweld''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the inner plasteel casing&lt;br /&gt;
# '''Unweld''' the wiring&lt;br /&gt;
# '''Cut''' the wiring out&lt;br /&gt;
# '''Unscrew''' the igniters&lt;br /&gt;
# '''Remove''' the igniters by hand&lt;br /&gt;
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it&lt;br /&gt;
## Then ''Pry'' it out&lt;br /&gt;
# '''Unscrew''' the firing electronics&lt;br /&gt;
# '''Pry''' the electronics out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame from the floor&lt;br /&gt;
# '''Cut''' the frame apart with a welder&lt;br /&gt;
The machines can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# Remove the components and the circuit board with a '''crowbar'''&lt;br /&gt;
# '''Cut''' the wires out&lt;br /&gt;
# '''Unwrench''' the frame from the ground&lt;br /&gt;
# Dissasemble the frame with a '''screwdriver'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some &amp;lt;s&amp;gt; weird &amp;lt;/s&amp;gt; people might find it fun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_chemistry&amp;diff=33289</id>
		<title>Guide to chemistry</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_chemistry&amp;diff=33289"/>
		<updated>2021-09-16T07:40:46Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: updates for fighter fuel changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Chemicals =&lt;br /&gt;
The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so 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, 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;
Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.&lt;br /&gt;
&lt;br /&gt;
Grinding minerals from mining will also get you:&lt;br /&gt;
* [[Plasma]]&lt;br /&gt;
* Uranium&lt;br /&gt;
[[Emag|Emagging]] a chem dispenser will add:&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner's Salve&lt;br /&gt;
The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.&lt;br /&gt;
&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[File:Chemical_Heater.png]] '''Chemical Heater'''. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 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;
[[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;
'''Available chemicals''':&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;
'''Normal''':&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;
* Silver&lt;br /&gt;
* Stable plasma&lt;br /&gt;
'''Upgraded (tier 4 matter manipulator)''':&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;
'''Emagged''':&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner's Salve&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Upgradeable parts''':&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;
* '''Better matter bins:''' greater power efficiency per unit dispensed.&lt;br /&gt;
* '''Better capacitor:''' faster recharging speed.&lt;br /&gt;
* '''Better power cell:''' larger maximum power capacity.&lt;br /&gt;
* '''Better manipulator:''' 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature.&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'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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading the laser will increase the heating/cooling speed.&lt;br /&gt;
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===&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;
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===&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;
=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===&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|grenades]], 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;
'''Upgradeable parts''':&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;
* '''Manipulator''': Unlocks the higher range settings.&lt;br /&gt;
* '''Matter bin''': Increases maximum capacity.&lt;br /&gt;
* '''Capacitor''': Increases efficiency.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Metabolism==&lt;br /&gt;
When a reagent enters a body, it will then &amp;quot;tick&amp;quot; or &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 body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#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't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.&lt;br /&gt;
&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 cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.&lt;br /&gt;
*'''Chlorine''': Causes 1 brute damage per tick to a random body part.&lt;br /&gt;
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.&lt;br /&gt;
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic &amp;quot;beverage&amp;quot;, with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.&lt;br /&gt;
*'''Fluorine''': Causes 1 toxin damage per tick.&lt;br /&gt;
*'''Iron''': Slowly restores blood volume.&lt;br /&gt;
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*'''[[Plasma]]''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.&lt;br /&gt;
*'''Radium''': Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.&lt;br /&gt;
*'''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].&lt;br /&gt;
*'''Uranium''': Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.&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='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ash}}&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|Ash (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Creates a dirty carpet on the floor.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oil}}&lt;br /&gt;
|Burns in a small smoky fire, mostly used to get Ash.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|Oil (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.&lt;br /&gt;
|Burns in a small smoky fire, mostly used to get Ash.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Phenol}}&lt;br /&gt;
|Used for certain medical recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Acetone}}&lt;br /&gt;
|Common ingredient in other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine &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;
|A very potent fertilizer, and the base component of some medicines.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia&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;
|An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as [[Diethylamine]] (results in 3 units instead of 4).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre&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;
|Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye&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;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)&amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lye2}}&lt;br /&gt;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Medicines ==&lt;br /&gt;
&amp;quot;''And that's how I lost my medical license!''&amp;quot; Don't be this guy. Make these. Lots of these.&lt;br /&gt;
&lt;br /&gt;
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.&lt;br /&gt;
===Core Healing Medicines===&lt;br /&gt;
These healing drugs form the &amp;quot;core&amp;quot; drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.&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='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Silver_Sulfadiazine}}&lt;br /&gt;
|Burn&lt;br /&gt;
|On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug.&amp;lt;br&amp;gt;On ingestion, deals minor toxin damage. Deals stamina damage when used.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|100u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Styptic Powder}}&lt;br /&gt;
|Brute&lt;br /&gt;
|On touch, instantly heals brute damage. Basic anti-brute healing drug.&amp;lt;br&amp;gt;On ingestion, deals minor toxin damage.&amp;lt;br&amp;gt;If overdosed, deals oxygen damage.&amp;lt;br&amp;gt;Deals stamina damage when used.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|100u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Brute, burn&lt;br /&gt;
|Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a substitute for blood if hooked up via IV drip.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Synthflesh}}&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|Has a 100% chance of instantly healing brute and burn damage. &amp;lt;br&amp;gt;Touch based only. Does nothing while inside a mob. Deals stamina damage upon usage.&amp;lt;br&amp;gt;If overdosed, deals Toxin damage.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|125u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Charcoal}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals.&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='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol&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;
|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;
|25u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Bicaridine}}&lt;br /&gt;
|Brute&lt;br /&gt;
|Heals brute damage at a rate of 1.5 units per tick if brute damage is less than 50 otherwise it heals brute damage at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Kelotane}}&lt;br /&gt;
|Burn&lt;br /&gt;
|Heals burn damage at a rate of 1.5 units per tick if below 50 burn damage otherwise it heals at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Antitoxin}}Antitoxin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Antitoxin}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed damages your liver.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Dexalin}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen 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='background-color:#FFEE88;'|{{anchor|Dexalin+}}Dexalin Plus&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Dexalin Plus}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals 4 oxygen damage per tick (slightly faster than Salbutamol). If overdosed deals a large amount of damage to the heart.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Tricordrazine}}&lt;br /&gt;
|Brute/Burn/Toxin&lt;br /&gt;
|Heals 1 of each damage type per tick. If overdosed deals 2 damage of toxin per tick and kills your liver.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone&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;
|All types&lt;br /&gt;
|Required for the proper function of cryogenics. It heals all types of damage very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Is more effective in colder environments.&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='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone&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;
|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 ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' 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. 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;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Clonexadone}}&lt;br /&gt;
|Clone&lt;br /&gt;
|Quickly heals clone damage, but only when in a cold environment.&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='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mannitol}}&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means.&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='background-color:#FFEE88;'|{{anchor|System Cleaner}}System Cleaner&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/System Cleaner}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Quickly purges toxin damage in the rare case an IPC gets said damge.&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='background-color:#FFEE88;'|{{anchor|Solder}}Solder&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Solder}}&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage and traumas, but only if you're an IPC.&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='background-color:#FFEE88;'|{{anchor|Radioactive Disinfectant}}Radioactive Disinfectant&amp;lt;span style=&amp;quot;color:#EEFF8F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Radioactive Disinfectant}}&lt;br /&gt;
|Radiation&lt;br /&gt;
|Purges radiation from IPC's.&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='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine&amp;lt;span style=&amp;quot;color:#EEFF8F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Neurine}}&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_food_and_drinks#Neurotoxin |Neurotoxin]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&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 drugs, however they are significantly better at healing.&lt;br /&gt;
&lt;br /&gt;
Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.&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='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid&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;
|Brute&lt;br /&gt;
|If you have more than 50 brute damage, heals 4 units. If you have less than 50 brute damage, heals 0.5 units. Overdosing will deal more brute damage. Deals stamina damage upon usage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone&amp;lt;span style=&amp;quot;color:#F7FFA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oxandrolone}}&lt;br /&gt;
|Burn&lt;br /&gt;
|If you have more than 50 burn damage, heals 4 units. If you have less than 50 burn damage, heals 0.5 units. Overdosing will deal more burn damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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 1.5 damage of each damage type per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Carthatoline}}Carthatoline&amp;lt;span style=&amp;quot;color:#225722;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Carthatoline}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Used to treat severe toxin damage. If overdosed then it will start damaging your brain.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid&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;
|Radiation, toxin&lt;br /&gt;
|Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body.&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='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Perfluorodecalin}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage so quickly that you could have a spacewalk but causes minor toxin damage. Heals lungs. If overdosed will significantly damage the heart.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Atropine}}&lt;br /&gt;
|Brute, burn and suffocation&lt;br /&gt;
|If patients health is critical it will heal 2 brute, burn and toxin damage per cycle, as well as stop any oxyloss. Good for stabilising critical patients.&amp;lt;br&amp;gt;If overdosed it will deal toxin damage. Side effects include: Minor Confusion.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|15u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel&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;
|Purge&lt;br /&gt;
|Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt.&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='background-color:#FFEE88;'|{{anchor|Hepanephrodaxon}}Hepanephrodaxon&amp;lt;span style=&amp;quot;color:#D2691E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Hepanephrodaxon}}&lt;br /&gt;
|Liver, Toxin&lt;br /&gt;
|Heals damage to the liver as well as toxin damage. If overdosed then it deals damage to the brain&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|10u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Genetic&lt;br /&gt;
|Heals your genetic mutations.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Unique Healing Medicines===&lt;br /&gt;
These healing drugs preform a unique function that is not commonly used or seen in game.&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='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide&amp;lt;span style=&amp;quot;color:#14FF3C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Potassium Iodide}}&lt;br /&gt;
|Radiation&lt;br /&gt;
|Reduces low radiation damage very effectively.&lt;br /&gt;
|0.8 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Ephedrine}}&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times, increases run speed, and stabilizes crit.&amp;lt;br&amp;gt;If overdosed it will deal toxin and oxyloss damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|25u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Histamine Overdose&lt;br /&gt;
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.&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='background-color:#FFEE88;'|{{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;
|Movement Speed&lt;br /&gt;
|Will allow you to walk faster. Will eventually knock you out if you take too much.&amp;lt;br&amp;gt;If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.&amp;lt;br&amp;gt;It is recommended to heat up the mixture &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; adding hydrogen or carbon as the last ingredient to prevent accidentally making [[#Hydrocarbon|Hydrocarbon]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|25u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oculine}}&lt;br /&gt;
|Eye&lt;br /&gt;
|Quickly heals eye damage and reverts blindness.&amp;lt;br&amp;gt;Mix below 333K or the recipe will result in [[#Hydrocarbon|Hydrocarbon]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate&amp;lt;span style=&amp;quot;color:#6600FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Inacusiate}}&lt;br /&gt;
|Ear&lt;br /&gt;
|Instantly removes all ear damage. (Results in 2 units instead of 3)&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='background-color:#FFEE88;'|{{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;
|Stun + Brute, burn, suffocation and toxin&lt;br /&gt;
|20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn.&amp;lt;br&amp;gt;If overdosed will deal toxin and stamina damage, and cause suffocation.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Antihol}}&lt;br /&gt;
|Alcohol &lt;br /&gt;
|Helps remove Alcohol from someone's body, as well as eliminating its side effects.&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='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants&amp;lt;span style=&amp;quot;color:#78008C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Adrenals or Stimpack&lt;br /&gt;
|Stun&lt;br /&gt;
|Increases run speed and eliminates stuns, can heal minor damage.&amp;lt;br&amp;gt;If overdosed it will deal toxin damage and stun.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Sugar Dependency &lt;br /&gt;
|Increases sugar depletion.&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='background-color:#FFEE88;'|{{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;
|Death&lt;br /&gt;
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 brute or burn damage it will fail, however.&amp;lt;br&amp;gt;If used on a living person it will deal Brute and Burn damage. &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='background-color:#FFEE88;'|{{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;
|Life&lt;br /&gt;
|Can create a life form, however its not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Hallucination Decrease&lt;br /&gt;
|Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic.&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='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone&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;
|Cellular Damage Healing&lt;br /&gt;
|Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for speedcloning.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Spaceacillin}}&lt;br /&gt;
|Infections&lt;br /&gt;
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body.&lt;br /&gt;
|0.04 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner'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's Salve}}&lt;br /&gt;
|Improvised Patch Healing Chem&lt;br /&gt;
|Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Anti-Drug and Light Sedative&lt;br /&gt;
|Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Leporazine}}&lt;br /&gt;
|Body temperature&lt;br /&gt;
|This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA.&amp;lt;br&amp;gt;If overdosed, will randomly shift the patients body temperature from 200K to -200K.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Corazone}}&lt;br /&gt;
|Heart attack&lt;br /&gt;
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Psicodine}}&lt;br /&gt;
|Phobias and Mood&lt;br /&gt;
|Suppresses phobias and turns bad mood into neutral mood. 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;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|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's]] cooldowns. Non-jelly lifeforms will just get shocked.&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='background-color:#FFEE88;'|{{anchor|Regenerative Ooze}}Regenerative Ooze&amp;lt;span style=&amp;quot;color:#65d891;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Regenerative Ooze}}&lt;br /&gt;
|Healing&lt;br /&gt;
|Gradually regenerates all types of damage, without harming Oozling anatomy.&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='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly&amp;lt;span style=&amp;quot;color:#91D865;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Regenerative Jelly}}&lt;br /&gt;
|Healing&lt;br /&gt;
|Gradually regenerates all types of damage, without harming slime anatomy.&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='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity&lt;br /&gt;
|1 part [[#Liquid Electricity|Liquid Electricity]]&amp;lt;br&amp;gt;1 part Plasma &amp;lt;br&amp;gt;3 parts Ethanol&lt;br /&gt;
|Blood Loss for Ethereals&lt;br /&gt;
|Restores blood for [[Ethereals]]. Non-ethereals have a small chance to be lightly shocked while it is in their system. (Results in 3 units instead of 5)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Narcotics ==&lt;br /&gt;
Narcotics are highly addicitve 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;
{| 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='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Nicotine}}&lt;br /&gt;
|Slightly reduces stun times.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|15u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Provides messages of calmness and protection.&amp;lt;br&amp;gt;If overdosed it will deal significant Brain and Toxin damage.&amp;lt;br&amp;gt;If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank&amp;lt;span style=&amp;quot;color:#FA00C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Crank}}&lt;br /&gt;
|Reduces stun times by about 200%.&amp;lt;br&amp;gt;If overdosed or addicted it will deal significant Toxin, Brute and Brain damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage.&amp;lt;br&amp;gt;If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.&amp;lt;br&amp;gt;If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.&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 380 k.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Makes the subject nearly impervious to stuns, however the subject will suffer Toxin and Brain damage, constant hallucinations and will lose motor control.&amp;lt;br&amp;gt;If overdosed the subject will lose even more motor control, drool and drop items in their hand.&amp;lt;br&amp;gt;If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness&amp;lt;span style=&amp;quot;color:#FFF378;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Happiness}}&lt;br /&gt;
|Fills you with ecstatic numbness and causes minor brain damage. Highly addictive. If overdosed causes sudden mood swings.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|The subject will think they are &amp;quot;amped&amp;quot; and regenerate stamina at an incredible rate, however the drug typically cause the subject to suffocate to death.&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='background-color:#FFEE88;'|{{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;
|An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Ketamine}}Ketamine&amp;lt;span style=&amp;quot;color:#c9c9c9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ketamine}}&lt;br /&gt;
|A heavy duty tranquilizer found to also invoke feelings of euphoria, and assist with pain. Popular at parties and amongst small frogmen who drive Honda Civics. If overdosed, will cause brain traumas.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|16u&lt;br /&gt;
|8u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Pyrotechnics==&lt;br /&gt;
The manipulation of fire and matter.&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='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|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. '''This does not work on everything, so be warned!'''&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Foam Surfactant}}Foam Surfactant&amp;lt;span style=&amp;quot;color:#9E6B38;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Foam Surfactant}}&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 walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|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 with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|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're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Reagent. Does not react immediately.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Energized Ooze}}Energized Ooze&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 Ooze}}&lt;br /&gt;
|Boosts Oozeling's nervous system, but only shocks other lifeforms.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Cryostylane}}&lt;br /&gt;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}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;
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|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;
|If you are making Methamphetamine and mixing the ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Black Powder}}&lt;br /&gt;
|Sparks, and then creates a violent explosion when heated to 474K.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion&lt;br /&gt;
|{{RecursiveChem/Explosion}}&lt;br /&gt;
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion&lt;br /&gt;
|{{RecursiveChem/Holy Explosion}}&lt;br /&gt;
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, 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;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP&lt;br /&gt;
|{{RecursiveChem/EMP}}&lt;br /&gt;
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock&lt;br /&gt;
|{{RecursiveChem/Tesla Shock}}&lt;br /&gt;
|This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Causes minor burn damage to humans when ingested.&lt;br /&gt;
|}&lt;br /&gt;
==Other Recipes==&lt;br /&gt;
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.&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='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Barber's_Aid}}&lt;br /&gt;
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Concentrated Barber's Aid}}&lt;br /&gt;
|Grows your hair very long!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle&lt;br /&gt;
|{{RecursiveChem/Candle}}&lt;br /&gt;
|Creates a red candle for use in decoration or rituals.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide&lt;br /&gt;
|{{RecursiveChem/Carbon Dioxide}}&lt;br /&gt;
|What the fuck is carbon dioxide?&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Use this to color EVERYTHING! Keep away from the clown and assistants!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|A chemical agent used for self-defense and in police work (results in 5 units instead of 6).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium&lt;br /&gt;
|{{RecursiveChem/Corgium}}&lt;br /&gt;
|Creates your own Corgi!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryptobiolin}}&lt;br /&gt;
|Causes confusion and dizziness. This is essential to make Spaceacillin.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cooking Oil}}Cooking Oil&amp;lt;span style=&amp;quot;color:#EADD6B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cooking Oil}}&lt;br /&gt;
|Used in food preparation and frying.&amp;lt;br&amp;gt;Metabolises at a rate of 4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|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;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Used in Metal Foam production. Creates 1 unit instead of 2.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|An agent that yields metallic foam which conforms to area boundaries when mixed with light metal and a strong acid.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam&lt;br /&gt;
|{{RecursiveChem/Metal Foam}}&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam&lt;br /&gt;
|{{RecursiveChem/Smart Metal Foam}}&lt;br /&gt;
|Creates lightweight metal foam walls in areas that have been breached. These can be easily torn through.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|{{RecursiveChem/Fluorosulfuric Acid}}&lt;br /&gt;
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Glycerol}}&lt;br /&gt;
|Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Methane}}Methane&amp;lt;span style=&amp;quot;color:#ccf6ff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Methane}}&lt;br /&gt;
|A light, flammable hydrocarbon. Commonly used in the production of cryogenic fuel.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Causes you to laugh (results in 10 units instead of 2).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product&lt;br /&gt;
|{{RecursiveChem/Meat Product}}&lt;br /&gt;
|Creates a slab of chemically processed meat.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide&lt;br /&gt;
|{{RecursiveChem/Nitrous Oxide}}&lt;br /&gt;
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form, which explodes when heated to 575K.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification&lt;br /&gt;
|{{RecursiveChem/Plasma Solidification}}&lt;br /&gt;
|Solidifies a large amount of [[plasma]] into a bar.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification&lt;br /&gt;
|{{RecursiveChem/Gold Solidification}}&lt;br /&gt;
|Solidifies a large amount of gold into a bar.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Adamantine Solidification}}Adamantine Solidification&lt;br /&gt;
|{{RecursiveChem/Adamantine Solidification}}&lt;br /&gt;
|Solidifies a large amount of adamantine into a sheet.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets&lt;br /&gt;
|{{RecursiveChem/Plastic Sheets}}&lt;br /&gt;
|Creates a sheet of plastic, used [[Guide_to_construction#Plastic|in hand]] or in fabricators to make items.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|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;
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap&lt;br /&gt;
|{{RecursiveChem/Soap}}&lt;br /&gt;
|Creates a bar of soap, slightly faster cleaning than what you get on the station.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride&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;
|Commonly known as table salt, Sodium Chloride is often used to season food.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Darkens the skin when sprayed or applied. Do not swallow!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{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;
|Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sterilizine}}&lt;br /&gt;
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat&lt;br /&gt;
|{{RecursiveChem/Synthmeat}}&lt;br /&gt;
|Creates a slab of synthetic meat.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cryogenic Tyrosene}}Cryogenic Tyrosene&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryogenic Tyrosene}}&lt;br /&gt;
|A high performance cryogenic fuel used in most small fighter craft. '''Will explode when heated above 130K.'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{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;
|{{RecursiveChem/Unstable Mutagen}}&lt;br /&gt;
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.&lt;br /&gt;
|}&lt;br /&gt;
===Virology Recipes===&lt;br /&gt;
These chemicals are used to mutate viruses, and have few uses beyond that.&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 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;
|A chemical which allows viruses and bacteria to quickly grow. (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;
|Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (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;
|Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.&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;
|Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)&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. Only useful to Virology. It is used to get a virus symptom of level 5 only.&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. Only useful to Virology. It is used to get a virus symptom of level 1 only. (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. Only useful to Virology. It is used to get a 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. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 3)&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. Only useful to Virology. It is used to get a 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|Viral Base}} Advanced Virus Food Base&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Viral Base}}&lt;br /&gt;
|used to make Advanced Virus Food&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Highly Unstable Virus Food}} Advanced Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Highly Unstable Virus Food}}&lt;br /&gt;
|Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Anomalous Virus Food}} Anomalous Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Anomalous Virus Food}}&lt;br /&gt;
|Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6)&lt;br /&gt;
|}&lt;br /&gt;
===Mutation Toxins===&lt;br /&gt;
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]].&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|Mutation Toxin}} 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;
|{{RecursiveChem/Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Unstable Mutation Toxin}} Unstable 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;
|{{RecursiveChem/Unstable Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a random, safe race.&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;
|{{RecursiveChem/Stable Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Human|human]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{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;
{{Tooltip|[[#{{!}}]]|{{RecursiveChem/Lizard Mutation Toxin}}}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Felinid Mutation Toxin}} Felinid 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;
|{{RecursiveChem/Felinid Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Felinids|felinid]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Moth Mutation Toxin}} Moth 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;
|{{RecursiveChem/Moth Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Mothpeople|moth]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Squid Mutation Toxin}} Squid 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;
|{{RecursiveChem/Squid Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a squid.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fly Mutation Toxin}} Fly 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;
|{{RecursiveChem/Fly Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Flypeople|flyperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pod Mutation Toxin}} Pod 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;
|{{RecursiveChem/Pod Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Podpeople|podperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Golem Mutation Toxin}} Golem 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;
|{{RecursiveChem/Golem Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Golems|golem]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Abductor Mutation Toxin}} Abductor 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;
|{{RecursiveChem/Abductor Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#Abductors|abductor]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|IPC Mutation Toxin}} IPC 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;
|{{RecursiveChem/IPC Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#IPC|IPC]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Oozeling Mutation Toxin}}Oozeling 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;
|{{RecursiveChem/Oozeling Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an Oozeling.&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;
|{{RecursiveChem/Advanced Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that slowly morphs the victim into a [[slime]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Skeleton Mutation Toxin}} Skeleton 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;
|{{RecursiveChem/Skeleton Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Skeletons|skeleton]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Zombie Mutation Toxin}} Zombie 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;
|{{RecursiveChem/Zombie Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ash Mutation Toxin}} Ash 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;
|{{RecursiveChem/Ash Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an Ash Walker.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Shadow Mutation Toxin}} Shadow 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;
|{{RecursiveChem/Shadow Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Shadowpeople|shadowperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Plasma Mutation Toxin}} Plasma 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;
|{{RecursiveChem/Plasma Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Plasmaman|plasmaman]].&lt;br /&gt;
|}&lt;br /&gt;
==Toxins==&lt;br /&gt;
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it.&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; 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;
|-&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;
|Toxin&lt;br /&gt;
|Will deal toxin damage over time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Food Poisoning}}Food Poisoning&amp;lt;span style=&amp;quot;color:#D6D6D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Food Poisoning}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal a minor amount of Toxin damage.&lt;br /&gt;
|0.1 units per tick&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;
|{{RecursiveChem/Chloral Hydrate}}&lt;br /&gt;
|Stun, Toxin&lt;br /&gt;
|A powerful sedative which stuns after a bit, and becomes deadly if left in the system too long (results in 1 units instead of 5).&lt;br /&gt;
| 0.6 units per tick&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;
|{{RecursiveChem/Bone Hurting Juice}}&lt;br /&gt;
|Stamina&lt;br /&gt;
|A strange substance that looks a lot like water. Drinking it is oddly tempting. Oof ouch. Overdose at 50u.&lt;br /&gt;
|0.4 units per tick&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;
|{{RecursiveChem/Mindbreaker Toxin}}&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;. (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|Impedrezene}}Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Impedrezene}}&lt;br /&gt;
|Brain&lt;br /&gt;
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (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|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;
|{{RecursiveChem/Mute Toxin}}&lt;br /&gt;
|Speech&lt;br /&gt;
|Makes the subject unable to speak for some time.&lt;br /&gt;
|0.4 units per tick&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;
|Identity&lt;br /&gt;
|Randomizes the subject's appearance.&lt;br /&gt;
|Infinite&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;
|{{RecursiveChem/Lexorin}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
| 0.4 units per tick&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;
|{{RecursiveChem/Initropidril}}&lt;br /&gt;
|Cardiac Arrest&lt;br /&gt;
|Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method.&lt;br /&gt;
|0.2 units per tick&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;
|{{RecursiveChem/Tirizene}}&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless.&lt;br /&gt;
|0.4 units per tick&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;
|{{RecursiveChem/Tiring Solution}}&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage.&lt;br /&gt;
|0.6 units per tick&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;
|{{RecursiveChem/Polonium}}&lt;br /&gt;
|Radiation&lt;br /&gt;
|Cause significant Radiation damage over time. It's metabolized very slowly.&lt;br /&gt;
|0.05 units per tick&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;
|{{RecursiveChem/Pancuronium}}&lt;br /&gt;
|Paralysis and Suffocation&lt;br /&gt;
|Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath.&lt;br /&gt;
|0.1 units per tick&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;
|{{RecursiveChem/Sodium Thiopental}}&lt;br /&gt;
|Knockout and Stamina&lt;br /&gt;
|Knocks you out after 11 seconds, and destroys your stamina.&lt;br /&gt;
|0.3 units per tick&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;
|{{RecursiveChem/Sulfonal}}&lt;br /&gt;
|Knockout and Toxin&lt;br /&gt;
|1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout.&lt;br /&gt;
|0.05 units per tick&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;
|{{RecursiveChem/Amanitin}}&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.&lt;br /&gt;
|0.2 units per tick&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;
|{{RecursiveChem/Lipolicide}}&lt;br /&gt;
|Weight Loss&lt;br /&gt;
|Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving.&lt;br /&gt;
| 0.2 units per tick&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;
|{{RecursiveChem/Coniine}}&lt;br /&gt;
|Toxin and breath loss&lt;br /&gt;
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization.&lt;br /&gt;
|0.024 units per tick&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;
|{{RecursiveChem/Curare}}&lt;br /&gt;
|Knockout, Oxygen, and Toxin&lt;br /&gt;
|Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly.&lt;br /&gt;
|0.05 units per tick&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;
|{{RecursiveChem/Histamine}}&lt;br /&gt;
|Brute, toxin, oxyloss and eyesight&lt;br /&gt;
|Has a chance each tick to cause small amounts of brute damage or blur vision.&amp;lt;br&amp;gt;If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick.&lt;br /&gt;
|0.1 units per tick&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;
|{{RecursiveChem/Formaldehyde}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes a moderate amount of Toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine.&lt;br /&gt;
|0.2 units per tick&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;
|{{RecursiveChem/Venom}}&lt;br /&gt;
|Brute, toxin&lt;br /&gt;
|Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine.&lt;br /&gt;
|0.1 units per tick&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;
|{{RecursiveChem/Fentanyl}}&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 knock the user unconscious.&lt;br /&gt;
|0.2 units per tick&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;
|{{RecursiveChem/Cyanide}}&lt;br /&gt;
|Toxin, oxyloss&lt;br /&gt;
|Deals random amounts of toxin damage while slowly suffocating its target. Metabolizes slowly. '''Often extremely lethal'''.&lt;br /&gt;
|0.05 units per tick&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;
|Toxin&lt;br /&gt;
|Deals constant toxin damage over time.&lt;br /&gt;
|0.4 units per tick&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;
|{{RecursiveChem/Zombie Powder}}&lt;br /&gt;
|Fake death, stun&lt;br /&gt;
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15)&lt;br /&gt;
|0.4 units per tick&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;
|{{RecursiveChem/Itching Powder}}&lt;br /&gt;
|Brute, annoyance&lt;br /&gt;
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of histamine.&lt;br /&gt;
|0.16 units per tick&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;
|{{RecursiveChem/Mint Toxin}}&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;
|-&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;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 20-60 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|Slime Ooze}}Slime Ooze&amp;lt;span style=&amp;quot;color:#611e80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Slime Ooze}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 1-10 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|Mime's Bane}}Mime'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;
|{{RecursiveChem/Mime's Bane}}&lt;br /&gt;
|Emote Mute&lt;br /&gt;
|A nonlethal neurotoxin that interferes with the victim's ability to gesture&lt;br /&gt;
|0.4 units per tick&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;
|Brute, Bleeding&lt;br /&gt;
|Causes bleeding constantly while in the system of the victim.&lt;br /&gt;
|0.08 units per tick&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;
|Random Shocks&lt;br /&gt;
|Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Rotatium}}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;
|Toxin&lt;br /&gt;
|Causes the victim's screen to display a rocking motion and deals moderate toxin damage.&lt;br /&gt;
|0.24 units per tick&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;
|{{RecursiveChem/Anacea}}&lt;br /&gt;
|Toxin and Purges Medicines&lt;br /&gt;
|Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage.&lt;br /&gt;
|0.032 units per tick&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;
|Toxin&lt;br /&gt;
|Kills weeds, causes minor toxin damage to humans.&lt;br /&gt;
| 0.4 units per tick&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;
|Toxin&lt;br /&gt;
|Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people.&lt;br /&gt;
|0.4 units per tick.&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;
|Toxin&lt;br /&gt;
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|}&lt;br /&gt;
==Mushroom Chemicals==&lt;br /&gt;
Found primarily in Lavaland flora.&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; 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;
|Poison&lt;br /&gt;
|Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well.&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;
|Other&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;
|Medicine&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;
==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;
&lt;br /&gt;
===Delivery types ===&lt;br /&gt;
First of all, there are actually 5 types of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. 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;
====Ingest====&lt;br /&gt;
Ingest and '''inject'''{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.&lt;br /&gt;
====Inject====&lt;br /&gt;
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.&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.&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'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;
==== Patch====&lt;br /&gt;
Patch is used by patches and medical gels. The reagent enters the target'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;
===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't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Syringes====&lt;br /&gt;
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn'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;
====Patches====&lt;br /&gt;
Will add all reagents into a person'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'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;
====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/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. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. &amp;lt;br&amp;gt;&lt;br /&gt;
====[[#Smoke|Smoke]]====&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 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'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;
'''Smoke example 1:''' Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, 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;
'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) 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;
====[[#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's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. 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 ''after'' 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;
'''Foam example 1:''' 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;
'''Foam example 2:''' 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't matter. &amp;lt;br&amp;gt;&lt;br /&gt;
==== Splashing====&lt;br /&gt;
Throwing a beaker, or using a beaker on anything with harm intent, 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'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;
==== Spraying====&lt;br /&gt;
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people'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. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Beyond the Dispenser==&lt;br /&gt;
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Template:RecursiveChem/Methane&amp;diff=33288</id>
		<title>Template:RecursiveChem/Methane</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Template:RecursiveChem/Methane&amp;diff=33288"/>
		<updated>2021-09-16T07:35:26Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: Created page with &amp;quot;4 parts Hydrogen&amp;lt;br&amp;gt; 1 part Carbon&amp;lt;br&amp;gt; Temperature 520 K&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;4 parts Hydrogen&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Carbon&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature 520 K&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Template:RecursiveChem/Cryogenic_Tyrosene&amp;diff=33287</id>
		<title>Template:RecursiveChem/Cryogenic Tyrosene</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Template:RecursiveChem/Cryogenic_Tyrosene&amp;diff=33287"/>
		<updated>2021-09-16T07:30:50Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5 parts {{Tooltip|[[#Methane|Methane]]|{{RecursiveChem/Methane}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Welding fuel&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature 40K&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Template:RecursiveChem/Hydrocarbon&amp;diff=33286</id>
		<title>Template:RecursiveChem/Hydrocarbon</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Template:RecursiveChem/Hydrocarbon&amp;diff=33286"/>
		<updated>2021-09-16T07:29:05Z</updated>

		<summary type="html">&lt;p&gt;TheFakeElon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;4 parts Hydrogen&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Carbon&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature 520 K&lt;/div&gt;</summary>
		<author><name>TheFakeElon</name></author>
	</entry>
</feed>