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	<id>https://yawn.izac.live/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Izac112</id>
	<title>Yawn Wider Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://yawn.izac.live/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Izac112"/>
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	<updated>2026-09-20T10:12:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://yawn.izac.live/index.php?title=Template:Gameplay_guides&amp;diff=736</id>
		<title>Template:Gameplay guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Template:Gameplay_guides&amp;diff=736"/>
		<updated>2024-01-17T21:07:27Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Corrects the link to Nanite_implant_framework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''[[Guides|Guide Table]]'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #898787&amp;quot; | '''Starter'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #8cbcd6&amp;quot; | '''Medical'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ba9b67&amp;quot; | '''Engineering'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #a885a2&amp;quot; | '''Science'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #AF6365; color: white;&amp;quot; |  '''Security'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | '''Other'''&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; | '''Development'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Starter Guide]]&lt;br /&gt;
* [[General Help]]&lt;br /&gt;
* [[Server Rules|Server Rules]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
* [[Nanite_implant_framework|Nanite Implant Framework]]&lt;br /&gt;
* [[A Crash Course In Roleplaying]]&lt;br /&gt;
* [[Scene roleplay|Scene Roleplay]]&lt;br /&gt;
* [[Guide to Vore]]&lt;br /&gt;
* [[Not Getting Banned]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Virology]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to the Supermatter|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[R-UST Fusion Reactor|Guide to the R-UST]]&lt;br /&gt;
*[[Guide_to_Construction|Guide to construction]]&lt;br /&gt;
*[[Guide to Advanced Construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to Hacking]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to Power]]&lt;br /&gt;
*[[SMES Manual]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to Robotics]]&lt;br /&gt;
*[[Guide to Xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Standard Operating Procedure]]&lt;br /&gt;
*[[Guide to Contraband]]&lt;br /&gt;
*[[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[Guide to Security]]&lt;br /&gt;
*[[Shitcurity|What Not to do]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[AI|Guide to AI]]&lt;br /&gt;
*[[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[Critters|Critters (NPCs)]]&lt;br /&gt;
*[[Guide to EVA]]&lt;br /&gt;
*[[Hardsuit|Hardsuit Operation]]&lt;br /&gt;
*[[Voidsuit|Voidsuits]]&lt;br /&gt;
*[[Backstory|Guide to Races]]&lt;br /&gt;
*[[Guide to Food and Drink]]&lt;br /&gt;
*[[Guide to Hydroponics]]&lt;br /&gt;
*[[Guide to Paperwork]]&lt;br /&gt;
*[[Guide to Mining]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Guide to contributing to the game|Guide to Contributing to the Game]]&lt;br /&gt;
*[[Reporting Issues]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=720</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=720"/>
		<updated>2024-01-13T21:37:25Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Getting Started */  changes link to Starter_Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
You're new to Yawn Wider's Cryogaia Outpost and want to learn? Here's what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server Rules]]. You may not understand all of them until you understand the game, but you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
* If you're new to Space Station 13 in general, read the [[The Basics|Tutorial]] and [[General Help]] guides so you can learn how to join and play.&lt;br /&gt;
&lt;br /&gt;
* If you're new to roleplay in general, read the [[Guide to Character Creation|Crash Course In Roleplaying]] and [[Character Creation]] pages.&lt;br /&gt;
&lt;br /&gt;
* When you play as a job you haven't played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.&lt;br /&gt;
&lt;br /&gt;
* When you join the round as a Head of Staff, read the [[Chain of Command]] and the [[Guide to Command]].&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter_Guide]] [[Starter_Guide|Starter Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=General Help]] [[General Help]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Server Rules]] [[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to Roleplaying]] [[Guide To Roleplaying|A Crash Course In Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Tips and advice]] [[Tips and advice]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Key differences]] [[Key differences]] between Yawn Wider and other SS13 servers&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction|Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Character.png|link=Guide to Character Creation]] [[Guide to Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Wtfamireading2.png|link=Scene roleplay]] [[Scene roleplay]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Help.png|link=Guide to Combat#Intents]] [[Guide to Combat#Intents|Guide to Intent]]&lt;br /&gt;
&lt;br /&gt;
*[[File:stomach.png|link=Guide to Vore]] [[Guide to Vore]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OxygenTank.png|link=Guide to Internals]] [[Guide to Internals|Internals]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Nif_full.png|link=Nanite implant framework]] [[Nanite implant framework]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Rigsuit.png|link=Guide to Voidsuits]] [[Guide to Voidsuits|Voidsuit Operation]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Corgi.png|link=Critters]] [[Critters]] (Game controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Alien.png|link=Creatures]] [[Creatures]] (Player controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Pen.png|link=Job Selection and Assignment]] [[Job Selection and Assignment]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Toolbox_yellow.png|link=Traits]] [[Traits]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Capture_Crystal.png|link=Special Items]] [[Special Items]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
See [[File:commandGuide.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]] for an overview of what is and isn't okay under normal circumstances on the station, but isn't strictly enforced by [[Corporate Regulation]] unless specified.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Command]]  [[Standard Operating Procedure#Command|Standard Operating Procedure for Command staff]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Engineering]]  [[Standard Operating Procedure#Engineering|Standard Operating Procedure for Engineering department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Engineering]] [[Guide to Engineering]]&lt;br /&gt;
&lt;br /&gt;
*[[File:O2_Canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide_to_Advanced_Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Supermatter.png|link=Guide to the Supermatter]] [[Guide to the Supermatter|How to Set up the Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:CableCoils.png|link=Guide to Solars]] [[Guide to Solars|How to Set up the Solars]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wirecutters.png|link=Guide to Hacking]] [[Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wallradio.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Metal.png|link=Construction Materials]] [[Construction Materials]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Security]] [[Standard Operating Procedure#Security|Standard Operating Procedure for Security department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Admiralty Law]] [[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=NanoTrasen Rules and Regulations]] [[NanoTrasen Rules and Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Security and You: An OOC Guide]] [[Security and You: An OOC Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Bad Security]] [[Bad Security]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Medical]]  [[Standard Operating Procedure#Medical|Standard Operating Procedure for the Medical department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Science]] [[Standard Operating Procedure#Science|Standard Operating Procedure for Science department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Telescience.gif]] [[Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
*[[File:slime.png|link=Guide to Xenobiology]] [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Service]] [[Standard Operating Procedure#Service|Standard Operating Procedure for Service department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Supply]] [[Standard Operating Procedure#Supply|Standard Operating Procedure for Supply department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#NanoTrasen_Visitor_Policy]] [[Standard Operating Procedure#NanoTrasen_Visitor_Policy|Standard Operating Procedure for Off-Duty and Visitors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to Food and Drinks]] [[Guide to Food and Drink]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
&lt;br /&gt;
== Admin Guides ==&lt;br /&gt;
* [[Admin Guide: Fluff Items]]&lt;br /&gt;
* [[Admin Guide: Events]]&lt;br /&gt;
* [[Admin Guide: Quality Control Bans]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Template:Gameplay_guides&amp;diff=718</id>
		<title>Template:Gameplay guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Template:Gameplay_guides&amp;diff=718"/>
		<updated>2024-01-13T21:17:17Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Fixes a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''[[Guides|Guide Table]]'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #898787&amp;quot; | '''Starter'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #8cbcd6&amp;quot; | '''Medical'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ba9b67&amp;quot; | '''Engineering'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #a885a2&amp;quot; | '''Science'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #AF6365; color: white;&amp;quot; |  '''Security'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | '''Other'''&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; | '''Development'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Starter Guide]]&lt;br /&gt;
* [[General Help]]&lt;br /&gt;
* [[Server Rules|Server Rules]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
* [[Nanite Implant Framework]]&lt;br /&gt;
* [[A Crash Course In Roleplaying]]&lt;br /&gt;
* [[Scene roleplay|Scene Roleplay]]&lt;br /&gt;
* [[Guide to Vore]]&lt;br /&gt;
* [[Not Getting Banned]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Virology]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to the Supermatter|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[R-UST Fusion Reactor|Guide to the R-UST]]&lt;br /&gt;
*[[Guide_to_Construction|Guide to construction]]&lt;br /&gt;
*[[Guide to Advanced Construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to Hacking]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to Power]]&lt;br /&gt;
*[[SMES Manual]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to Robotics]]&lt;br /&gt;
*[[Guide to Xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Standard Operating Procedure]]&lt;br /&gt;
*[[Guide to Contraband]]&lt;br /&gt;
*[[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[Guide to Security]]&lt;br /&gt;
*[[Shitcurity|What Not to do]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[AI|Guide to AI]]&lt;br /&gt;
*[[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[Critters|Critters (NPCs)]]&lt;br /&gt;
*[[Guide to EVA]]&lt;br /&gt;
*[[Hardsuit|Hardsuit Operation]]&lt;br /&gt;
*[[Voidsuit|Voidsuits]]&lt;br /&gt;
*[[Backstory|Guide to Races]]&lt;br /&gt;
*[[Guide to Food and Drink]]&lt;br /&gt;
*[[Guide to Hydroponics]]&lt;br /&gt;
*[[Guide to Paperwork]]&lt;br /&gt;
*[[Guide to Mining]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Guide to contributing to the game|Guide to Contributing to the Game]]&lt;br /&gt;
*[[Reporting Issues]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Capture_Crystal.png&amp;diff=698</id>
		<title>File:Capture Crystal.png</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:Capture_Crystal.png&amp;diff=698"/>
		<updated>2023-12-15T18:53:02Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Toolbox_yellow.png&amp;diff=697</id>
		<title>File:Toolbox yellow.png</title>
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		<updated>2023-12-15T18:52:55Z</updated>

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		<updated>2023-12-15T18:52:49Z</updated>

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		<id>https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=694</id>
		<title>Nanite implant framework</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=694"/>
		<updated>2023-12-15T18:52:11Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
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&lt;div&gt;{{vorePage}}&lt;br /&gt;
The Nanite Implant Framework (&amp;quot;NIF&amp;quot;) is a sophisticated implant designed to provide features over the span of several shifts. It's a persistent inter-round item that once implanted, can be used indefinitely, provided the character takes care to not lose it. The NIF is an implant that constructs other implants or body modifications by using nanotechnology 'blueprints' called NIFSoft. The design was originally by [[Kitsuhana Heavy Industries]], however they no longer manufacture them. Instead, [[NanoTrasen]] has designed a clone that is becoming fairly common in the [[Virgo-Erigone]] system, while there are still some original Kitsuhana NIFs floating around.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a NIF ==&lt;br /&gt;
[[Guide_to_Research_and_Development|Science]] can create a standard NIF, though they are fairly expensive to create in terms of materials and research level. If [[Shaft_Miner|mining]] has done their job, you may be able to make one or more on a shift. These can be implanted (see below).&lt;br /&gt;
&lt;br /&gt;
It may also be possible to locate second-hand 'used' NIFs that have been discarded, In places such as [[trash piles]]. Assuming they are old models that don't have a permanent pairing already activated, you may be able to implant these, though it's not necessarily recommended.&lt;br /&gt;
&lt;br /&gt;
There are prototype 'bioadaptive' NIFs that may allow them to be used in species without a brain ([[Promethean]]) or more complex species ([[Xenochimera]]) though these are not publicly available. Centcom should be contacted to arrange for exchanging resources and a standard NIF for one of these. They do suffer from their own problems, however. Bioadaptive NIFs can not be installed in most species with a standard brain, such as humans.&lt;br /&gt;
&lt;br /&gt;
Lastly, Kitsuhana Heavy Industries manufactured 'authentic' name-brand NIFs that have higher durability, but these are also not available without the individual to receive the NIF having an existing relation with KHI, and resources/Thalers to trade for it.&lt;br /&gt;
&lt;br /&gt;
== Installing a NIF ==&lt;br /&gt;
A NIF can be installed via surgery. For organic patients, this is the [[Surgery#Cavity_Surgery|cavity surgery]] performed on the head, inserting the NIF in question as the object. For [[synthmorph|synths]] this is very similar, opening the head and using a drill to free up additional space and implanting the NIF. Installing a bioadaptive NIF in a Promethean is more simple: Simply shove it directly into their chest. They are amorphous blobs, after all.&lt;br /&gt;
&lt;br /&gt;
The NIF cannot complete a lengthy calibration procedure until the patient is conscious again, at which point it will blind them for several minutes as it attaches to their optic nerve/interface. After they have vision again, they will experience mild to severe pain for around half an hour, along with random blackouts. They should not operate heavy machinery during this time, and may wish to request a brief leave from their job.&lt;br /&gt;
&lt;br /&gt;
== Using a NIF ==&lt;br /&gt;
Once installed and calibrated, the NIF is permanently bound to the user. They will have an overlay projected directly into their visual cortex allowing them to see things that aren't there (&amp;quot;artificial reality&amp;quot;). They can enable display of job icons and 'health bars', among other things. After calibration and several hours later, the NIF will finish constructing a 'commlink', which is equivalent to an integrated communicator.&lt;br /&gt;
&lt;br /&gt;
These pieces of software are called NIFSoft. Additional software can be purchased at vending machines (&amp;quot;NIFSoft Shops&amp;quot;). There is a wide variety available, though some is locked to specific access and jobs. There are also rumors of illegal NIFSoft, though these shouldn't be installed and should be reported to security immediately.&lt;br /&gt;
&lt;br /&gt;
When installing a NIFSoft, one should remember that a physical device is being constructed inside the user's body, and this will wear the NIF itself to construct. Some more significant modifications may wear the NIF more than others.&lt;br /&gt;
&lt;br /&gt;
===Charge===&lt;br /&gt;
&lt;br /&gt;
The NIFs charge level is directly dependent on your level of nutrition! If you are full, the NIF's charge level will be too. If you are starving, then the NIF will be so low in energy that it may cease to function. Simply eating (or recharging if you are synthetic) will restore your NIF's charge.&lt;br /&gt;
&lt;br /&gt;
== Maintaining the NIF ==&lt;br /&gt;
After many NIFSofts have been installed over time, the NIF may require repairs. This is a simple task that  a scientist/roboticist can perform, however the NIF must be removed first. After removing it using the [[Surgery#Implant_Removal|implant removal]] surgery, follow these steps to repair it:&lt;br /&gt;
* Open the casing after removing the screws&lt;br /&gt;
* Replace any burned-out wiring&lt;br /&gt;
* Use a multitool to reset each circuit&lt;br /&gt;
* Re-secure the mainboard screws and reattach the cover&lt;br /&gt;
&lt;br /&gt;
When re-implanted, the NIF will only take about 60 seconds to calibrate to the user again, as opposed to the more painful original surgery.&lt;br /&gt;
&lt;br /&gt;
Alternatively an Advanced NIF repair tool may be used. by injecting the output regents into either a syringe and injected into the head or ingested. You can also just drink these repair fluids if they're put into a beaker, they will slowly metabolise over time.&lt;br /&gt;
&lt;br /&gt;
== Preserving your NIF ==&lt;br /&gt;
The NIF is preserved in resleeving scans, so one can keep their NIF upon death as long as they had a backup implant that successfully recorded the NIF's physical state at least once. It will only be able to reproduce the exact same NIF however, meaning the same durability and already bound to the user.&lt;br /&gt;
&lt;br /&gt;
Surviving the shift is also another way to preserve your NIF for the next one, obviously, and short-range teleporters and cryostorage both preserve the NIF for the next shift.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, if you start the round with a NIF installed, you should not easily be able to lose it permanently. Even if you die without a mind backup, you should gain one back at the start of your next shift.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the shift ends, and you do not have a NIF, you will not have it in the next round. If you are having your NIF removed for repairs, make sure someone is available to repair and reinstall it!&lt;br /&gt;
&lt;br /&gt;
Be aware that if you have a NIF installed mid shift, and die and respawn via an auto resleever later in the same shift, you may lose your NIF. This is because the auto resleever spawns you in the same state as when you arrived on the station.&lt;br /&gt;
&lt;br /&gt;
== NIFSofts And You [[file:Nifsoft.png]] ==&lt;br /&gt;
&amp;quot;NIFSoft&amp;quot; is the newest advancement in NT tech, allowing for quick and easy software updates to your NIF system.  Most NIFSoft is fairly self-explanatory and the short description on the NIFSoft Shop vending machine ( [[File:Nifsoft Shop.png|32x32px]] ) can explain their use. Please be advised that you must have a NIF installed to use the store, the stores only offer digital downloads not physical discs. If you wish for a physical copy, speak with your stations science department. However there are a few pieces of software that warrant additional explanation.&lt;br /&gt;
&lt;br /&gt;
=== AR Overlays ===&lt;br /&gt;
&lt;br /&gt;
There are a number of different AR overlays that are available for various departments or the [[Site Manager|site manager]] specifically. They each have a 0.01 drain whilst active.&lt;br /&gt;
*(Civ) (₮250) - Provides a general identification and ''simple'' health status overlay on your vision with no frills. All NIFs come with this pre-installed.&lt;br /&gt;
*(Med) (₮375) - Like the civilian model, but provides medical records access and virus database lookup, plus backup implant status. Restricted to [[Medical Doctor|medical]] staff.&lt;br /&gt;
*(Sec) (₮375) - Like the civilian model, but provides access to arrest status and security records. Restricted to [[Security Officer|security]] staff.&lt;br /&gt;
*(Eng) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Engineer|engineering]] staff.&lt;br /&gt;
*(Sci) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Scientist|science]] staff.&lt;br /&gt;
*(Omni) (₮375) - Like the civilian model, but provides most of the features of the medical and security overlays as well. Restricted to the [[Site Manager|site manager]].&lt;br /&gt;
*Corrective AR (₮100) - Subtly alters perception to compensate for cataracts and retinal misalignment, among other common disabilities. Drains at 0.025.&lt;br /&gt;
&lt;br /&gt;
=== Nictating Membrane (₮225) ===&lt;br /&gt;
&lt;br /&gt;
A synthetic nictating membrane (aka 'third eyelid') that protects the eyes from UV or hostile atmospheres. Does not protect from photonic stun weapons. Drains at 0.2 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Responsive Filter (₮300) ===&lt;br /&gt;
&lt;br /&gt;
Enables a high-speed shielding response to intense light, such as flashes, to block them. Effectively acts as sunglasses do to protect your eyes. Restricted to [[Security Officer|security]]. Drains at 0.05 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Meson Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Meson Scanner Goggles, these allow you to see the base structure and terrain through walls. Restricted to [[Engineer|engineers]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Material Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Material Scanner Goggles, these allow you to see objects through walls. Restricted to [[Scientist|science]] staff. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Low-Light Amp (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Night Vision Goggles, these allow you to see in complete darkness. Restricted to [[Security Officer|security]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Medichines (₮1250) ===&lt;br /&gt;
Medichines are healing/repair nanites that consume large quantities of energy while in use, but can save a life for organics, or save annoyance for synthetics. There are two distinct versions of medichines: one for synthetic life, and one for organic life. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
* Organic - The organic medichines will begin healing the user when they become significantly injured. If they become critically injured, they will operate at an enhanced rate, but while consuming a significant amount of energy. If the user is subjected to more injury than they are able to heal, the user will be put into emergency stasis, and the medical department will be notified via radio of the user's location.&lt;br /&gt;
* Synthetic - The synthetic medichines are capable of synthetic self-repair, but only to a small extent. Any damage that would show as less than a '5' on a scanner can be automatically repaired by synthetic medichines, allowing the user to avoid buffing out scrapes and dents, saving them time from common workplace accidents that cause them.&lt;br /&gt;
&lt;br /&gt;
=== Respirocytes (₮375) ===&lt;br /&gt;
&lt;br /&gt;
Nanites simulating red blood cells will filter and recycle oxygen for a short time, preventing suffocation in hostile environments. NOTE: Only capable of supplying OXYGEN. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Mind Backup (₮125) ===&lt;br /&gt;
&lt;br /&gt;
Backup your mind on the go. Stores a one-time sync of your current mindstate upon activation. Works the same as being installed with a mind backup implant. Drains no power.&lt;br /&gt;
&lt;br /&gt;
=== Crew Monitor (₮625) === &lt;br /&gt;
&lt;br /&gt;
A link to the local crew monitor sensors. Useful for finding people in trouble. Works just the same as a crew monitor console, including the map view, but can be accessed on the move. Restricted to [[Medical Doctor|medical staff]]. Drains at 0.025 whilst installed, no additional cost when active.&lt;br /&gt;
&lt;br /&gt;
=== Alarm Monitor (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A link to the local alarm monitors. Useful for detecting alarms in a pinch. Restricted to [[Engineer|engineering staff]]. Has a passive drain of 0.025 when installed.&lt;br /&gt;
&lt;br /&gt;
=== Soulcatcher (₮100) ===&lt;br /&gt;
'''NB:''' This does not mean 'metaphysical magical energy', it's just the name. &lt;br /&gt;
&lt;br /&gt;
Every NIF comes with one of these as standard. It has a 0.01 drain whilst active.&lt;br /&gt;
&lt;br /&gt;
This NIFSoft is designed to preserve minds in case of emergency, and would be a useful feature for a combat medic. The NIFSoft makes a live mind-backup of the user should they die, and hosts them in a VR environment until they are rescued. Additionally, it can do the same to others, should they die while being held by or inside the soulcatcher user. This will load their mind into the same VR environment, and they will be able to communicate directly with the owner until such a time they are revived elsewhere.&lt;br /&gt;
&lt;br /&gt;
The SleeveMate 3200 handheld brain scanner can also place stored minds into soulcatcher owners, allowing one to load critically injured patients into the soulcatcher to prevent unnecessary pain, or to allow patients who are unable to undergo surgery or anesthetic treatment to be stored while surgery is performed. Simply use the SleeveMate 3200 to store the 'whole mind', and then aim it at a person with a NIF and the Soulcatcher NIFSoft. An additional option will appear to load the mind into them.&lt;br /&gt;
&lt;br /&gt;
The soulcatcher can also perform backups of the minds installed inside, just like a backup implant. This will prevent the notification to medical that the user has died needlessly, as the soulcatcher user is likely working on the issue already, or they are just storing them for recreational purposes and there's no need to resleeve them yet.&lt;br /&gt;
&lt;br /&gt;
Others may come up with additional 'creative' uses of the soulcatcher.&lt;br /&gt;
&lt;br /&gt;
'''Ghosts may also join into a Soulcatcher by picking the &amp;quot;Ghost &amp;gt; Join Into Soulcatcher&amp;quot; verb''', similar to how ghosts may make communicator calls. It is not possible to resleeve ghosts into physical bodies from this method, there's no way to ghost into a soulcatcher then gain a new body. Ghost out of the Soulcatcher to leave, and join the round normally.&lt;br /&gt;
&lt;br /&gt;
=== Commlink (₮250) ===&lt;br /&gt;
&lt;br /&gt;
An internal communicator for keeping in touch with people. Gives you free access to a communicator, crew manifest, weather service, notes app, and a couple of other useful features. Has a drain of 0.01 whilst installed. Comes standard on all NIFs.&lt;br /&gt;
&lt;br /&gt;
=== APC Connector (Synthetic Only) (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A small attachment that allows synthmorphs to recharge themselves from APCs. Used when stood in front of an APC, it will extend a number of tendrils out to connect the synth to the APC and drain it's power. Costs no power, but causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Pressure Seals (Synthetic Only) (₮875) ===&lt;br /&gt;
&lt;br /&gt;
Creates pressure seals around important synthetic components to protect them from vacuum. Almost impossible on organics. Drains 0.5 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Heat Sink (Synthetic Only) (₮725) ===&lt;br /&gt;
&lt;br /&gt;
Advanced heat sinks for internal heat storage of heat on a synth until able to vent it in atmosphere. Drains 0.25 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Mass Alteration (₮375) ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to change their size, through drastic mass rearrangement. Can be used to change size at will. Causes significant wear when installed.&lt;br /&gt;
&lt;br /&gt;
=== World Bender (₮100) ===&lt;br /&gt;
&lt;br /&gt;
Alters your perception of various objects in the world. Only has one setting for now: displaying all your crewmates as farm animals. Drains 0.01 when active.&lt;br /&gt;
&lt;br /&gt;
=== Compliance Module ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to apply 'laws' to sapient life. Extremely illegal, of course. Generally found as uploaders to be used on others, allowing you to give them 'laws'.&lt;br /&gt;
&lt;br /&gt;
==NIFSoft Uploaders==&lt;br /&gt;
&lt;br /&gt;
Most departments have a box of NIFSoft uploaders in their equipment or storage rooms. These uploaders come with a few NIFSofts for free that are useful for those occupations! The contents of these is as follows:&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
*AR Overlay (Med)&lt;br /&gt;
*Crew Monitor&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
*AR Overlay (Sec)&lt;br /&gt;
*Responsive Filter&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
*AR Overlay (Eng)&lt;br /&gt;
*Alarm Monitor&lt;br /&gt;
*Nictating Membrane&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
*Material Scanner&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=693</id>
		<title>Nanite implant framework</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=693"/>
		<updated>2023-12-15T18:51:56Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Undo revision 692 by Izac112 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nanite Implant Framework (&amp;quot;NIF&amp;quot;) is a sophisticated implant designed to provide features over the span of several shifts. It's a persistent inter-round item that once implanted, can be used indefinitely, provided the character takes care to not lose it. The NIF is an implant that constructs other implants or body modifications by using nanotechnology 'blueprints' called NIFSoft. The design was originally by [[Kitsuhana Heavy Industries]], however they no longer manufacture them. Instead, [[NanoTrasen]] has designed a clone that is becoming fairly common in the [[Virgo-Erigone]] system, while there are still some original Kitsuhana NIFs floating around.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a NIF ==&lt;br /&gt;
[[Guide_to_Research_and_Development|Science]] can create a standard NIF, though they are fairly expensive to create in terms of materials and research level. If [[Shaft_Miner|mining]] has done their job, you may be able to make one or more on a shift. These can be implanted (see below).&lt;br /&gt;
&lt;br /&gt;
It may also be possible to locate second-hand 'used' NIFs that have been discarded, In places such as [[trash piles]]. Assuming they are old models that don't have a permanent pairing already activated, you may be able to implant these, though it's not necessarily recommended.&lt;br /&gt;
&lt;br /&gt;
There are prototype 'bioadaptive' NIFs that may allow them to be used in species without a brain ([[Promethean]]) or more complex species ([[Xenochimera]]) though these are not publicly available. Centcom should be contacted to arrange for exchanging resources and a standard NIF for one of these. They do suffer from their own problems, however. Bioadaptive NIFs can not be installed in most species with a standard brain, such as humans.&lt;br /&gt;
&lt;br /&gt;
Lastly, Kitsuhana Heavy Industries manufactured 'authentic' name-brand NIFs that have higher durability, but these are also not available without the individual to receive the NIF having an existing relation with KHI, and resources/Thalers to trade for it.&lt;br /&gt;
&lt;br /&gt;
== Installing a NIF ==&lt;br /&gt;
A NIF can be installed via surgery. For organic patients, this is the [[Surgery#Cavity_Surgery|cavity surgery]] performed on the head, inserting the NIF in question as the object. For [[synthmorph|synths]] this is very similar, opening the head and using a drill to free up additional space and implanting the NIF. Installing a bioadaptive NIF in a Promethean is more simple: Simply shove it directly into their chest. They are amorphous blobs, after all.&lt;br /&gt;
&lt;br /&gt;
The NIF cannot complete a lengthy calibration procedure until the patient is conscious again, at which point it will blind them for several minutes as it attaches to their optic nerve/interface. After they have vision again, they will experience mild to severe pain for around half an hour, along with random blackouts. They should not operate heavy machinery during this time, and may wish to request a brief leave from their job.&lt;br /&gt;
&lt;br /&gt;
== Using a NIF ==&lt;br /&gt;
Once installed and calibrated, the NIF is permanently bound to the user. They will have an overlay projected directly into their visual cortex allowing them to see things that aren't there (&amp;quot;artificial reality&amp;quot;). They can enable display of job icons and 'health bars', among other things. After calibration and several hours later, the NIF will finish constructing a 'commlink', which is equivalent to an integrated communicator.&lt;br /&gt;
&lt;br /&gt;
These pieces of software are called NIFSoft. Additional software can be purchased at vending machines (&amp;quot;NIFSoft Shops&amp;quot;). There is a wide variety available, though some is locked to specific access and jobs. There are also rumors of illegal NIFSoft, though these shouldn't be installed and should be reported to security immediately.&lt;br /&gt;
&lt;br /&gt;
When installing a NIFSoft, one should remember that a physical device is being constructed inside the user's body, and this will wear the NIF itself to construct. Some more significant modifications may wear the NIF more than others.&lt;br /&gt;
&lt;br /&gt;
===Charge===&lt;br /&gt;
&lt;br /&gt;
The NIFs charge level is directly dependent on your level of nutrition! If you are full, the NIF's charge level will be too. If you are starving, then the NIF will be so low in energy that it may cease to function. Simply eating (or recharging if you are synthetic) will restore your NIF's charge.&lt;br /&gt;
&lt;br /&gt;
== Maintaining the NIF ==&lt;br /&gt;
After many NIFSofts have been installed over time, the NIF may require repairs. This is a simple task that  a scientist/roboticist can perform, however the NIF must be removed first. After removing it using the [[Surgery#Implant_Removal|implant removal]] surgery, follow these steps to repair it:&lt;br /&gt;
* Open the casing after removing the screws&lt;br /&gt;
* Replace any burned-out wiring&lt;br /&gt;
* Use a multitool to reset each circuit&lt;br /&gt;
* Re-secure the mainboard screws and reattach the cover&lt;br /&gt;
&lt;br /&gt;
When re-implanted, the NIF will only take about 60 seconds to calibrate to the user again, as opposed to the more painful original surgery.&lt;br /&gt;
&lt;br /&gt;
Alternatively an Advanced NIF repair tool may be used. by injecting the output regents into either a syringe and injected into the head or ingested. You can also just drink these repair fluids if they're put into a beaker, they will slowly metabolise over time.&lt;br /&gt;
&lt;br /&gt;
== Preserving your NIF ==&lt;br /&gt;
The NIF is preserved in resleeving scans, so one can keep their NIF upon death as long as they had a backup implant that successfully recorded the NIF's physical state at least once. It will only be able to reproduce the exact same NIF however, meaning the same durability and already bound to the user.&lt;br /&gt;
&lt;br /&gt;
Surviving the shift is also another way to preserve your NIF for the next one, obviously, and short-range teleporters and cryostorage both preserve the NIF for the next shift.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, if you start the round with a NIF installed, you should not easily be able to lose it permanently. Even if you die without a mind backup, you should gain one back at the start of your next shift.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the shift ends, and you do not have a NIF, you will not have it in the next round. If you are having your NIF removed for repairs, make sure someone is available to repair and reinstall it!&lt;br /&gt;
&lt;br /&gt;
Be aware that if you have a NIF installed mid shift, and die and respawn via an auto resleever later in the same shift, you may lose your NIF. This is because the auto resleever spawns you in the same state as when you arrived on the station.&lt;br /&gt;
&lt;br /&gt;
== NIFSofts And You [[file:Nifsoft.png]] ==&lt;br /&gt;
&amp;quot;NIFSoft&amp;quot; is the newest advancement in NT tech, allowing for quick and easy software updates to your NIF system.  Most NIFSoft is fairly self-explanatory and the short description on the NIFSoft Shop vending machine ( [[File:Nifsoft Shop.png|32x32px]] ) can explain their use. Please be advised that you must have a NIF installed to use the store, the stores only offer digital downloads not physical discs. If you wish for a physical copy, speak with your stations science department. However there are a few pieces of software that warrant additional explanation.&lt;br /&gt;
&lt;br /&gt;
=== AR Overlays ===&lt;br /&gt;
&lt;br /&gt;
There are a number of different AR overlays that are available for various departments or the [[Site Manager|site manager]] specifically. They each have a 0.01 drain whilst active.&lt;br /&gt;
*(Civ) (₮250) - Provides a general identification and ''simple'' health status overlay on your vision with no frills. All NIFs come with this pre-installed.&lt;br /&gt;
*(Med) (₮375) - Like the civilian model, but provides medical records access and virus database lookup, plus backup implant status. Restricted to [[Medical Doctor|medical]] staff.&lt;br /&gt;
*(Sec) (₮375) - Like the civilian model, but provides access to arrest status and security records. Restricted to [[Security Officer|security]] staff.&lt;br /&gt;
*(Eng) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Engineer|engineering]] staff.&lt;br /&gt;
*(Sci) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Scientist|science]] staff.&lt;br /&gt;
*(Omni) (₮375) - Like the civilian model, but provides most of the features of the medical and security overlays as well. Restricted to the [[Site Manager|site manager]].&lt;br /&gt;
*Corrective AR (₮100) - Subtly alters perception to compensate for cataracts and retinal misalignment, among other common disabilities. Drains at 0.025.&lt;br /&gt;
&lt;br /&gt;
=== Nictating Membrane (₮225) ===&lt;br /&gt;
&lt;br /&gt;
A synthetic nictating membrane (aka 'third eyelid') that protects the eyes from UV or hostile atmospheres. Does not protect from photonic stun weapons. Drains at 0.2 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Responsive Filter (₮300) ===&lt;br /&gt;
&lt;br /&gt;
Enables a high-speed shielding response to intense light, such as flashes, to block them. Effectively acts as sunglasses do to protect your eyes. Restricted to [[Security Officer|security]]. Drains at 0.05 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Meson Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Meson Scanner Goggles, these allow you to see the base structure and terrain through walls. Restricted to [[Engineer|engineers]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Material Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Material Scanner Goggles, these allow you to see objects through walls. Restricted to [[Scientist|science]] staff. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Low-Light Amp (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Night Vision Goggles, these allow you to see in complete darkness. Restricted to [[Security Officer|security]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Medichines (₮1250) ===&lt;br /&gt;
Medichines are healing/repair nanites that consume large quantities of energy while in use, but can save a life for organics, or save annoyance for synthetics. There are two distinct versions of medichines: one for synthetic life, and one for organic life. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
* Organic - The organic medichines will begin healing the user when they become significantly injured. If they become critically injured, they will operate at an enhanced rate, but while consuming a significant amount of energy. If the user is subjected to more injury than they are able to heal, the user will be put into emergency stasis, and the medical department will be notified via radio of the user's location.&lt;br /&gt;
* Synthetic - The synthetic medichines are capable of synthetic self-repair, but only to a small extent. Any damage that would show as less than a '5' on a scanner can be automatically repaired by synthetic medichines, allowing the user to avoid buffing out scrapes and dents, saving them time from common workplace accidents that cause them.&lt;br /&gt;
&lt;br /&gt;
=== Respirocytes (₮375) ===&lt;br /&gt;
&lt;br /&gt;
Nanites simulating red blood cells will filter and recycle oxygen for a short time, preventing suffocation in hostile environments. NOTE: Only capable of supplying OXYGEN. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Mind Backup (₮125) ===&lt;br /&gt;
&lt;br /&gt;
Backup your mind on the go. Stores a one-time sync of your current mindstate upon activation. Works the same as being installed with a mind backup implant. Drains no power.&lt;br /&gt;
&lt;br /&gt;
=== Crew Monitor (₮625) === &lt;br /&gt;
&lt;br /&gt;
A link to the local crew monitor sensors. Useful for finding people in trouble. Works just the same as a crew monitor console, including the map view, but can be accessed on the move. Restricted to [[Medical Doctor|medical staff]]. Drains at 0.025 whilst installed, no additional cost when active.&lt;br /&gt;
&lt;br /&gt;
=== Alarm Monitor (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A link to the local alarm monitors. Useful for detecting alarms in a pinch. Restricted to [[Engineer|engineering staff]]. Has a passive drain of 0.025 when installed.&lt;br /&gt;
&lt;br /&gt;
=== Soulcatcher (₮100) ===&lt;br /&gt;
'''NB:''' This does not mean 'metaphysical magical energy', it's just the name. &lt;br /&gt;
&lt;br /&gt;
Every NIF comes with one of these as standard. It has a 0.01 drain whilst active.&lt;br /&gt;
&lt;br /&gt;
This NIFSoft is designed to preserve minds in case of emergency, and would be a useful feature for a combat medic. The NIFSoft makes a live mind-backup of the user should they die, and hosts them in a VR environment until they are rescued. Additionally, it can do the same to others, should they die while being held by or inside the soulcatcher user. This will load their mind into the same VR environment, and they will be able to communicate directly with the owner until such a time they are revived elsewhere.&lt;br /&gt;
&lt;br /&gt;
The SleeveMate 3200 handheld brain scanner can also place stored minds into soulcatcher owners, allowing one to load critically injured patients into the soulcatcher to prevent unnecessary pain, or to allow patients who are unable to undergo surgery or anesthetic treatment to be stored while surgery is performed. Simply use the SleeveMate 3200 to store the 'whole mind', and then aim it at a person with a NIF and the Soulcatcher NIFSoft. An additional option will appear to load the mind into them.&lt;br /&gt;
&lt;br /&gt;
The soulcatcher can also perform backups of the minds installed inside, just like a backup implant. This will prevent the notification to medical that the user has died needlessly, as the soulcatcher user is likely working on the issue already, or they are just storing them for recreational purposes and there's no need to resleeve them yet.&lt;br /&gt;
&lt;br /&gt;
Others may come up with additional 'creative' uses of the soulcatcher.&lt;br /&gt;
&lt;br /&gt;
'''Ghosts may also join into a Soulcatcher by picking the &amp;quot;Ghost &amp;gt; Join Into Soulcatcher&amp;quot; verb''', similar to how ghosts may make communicator calls. It is not possible to resleeve ghosts into physical bodies from this method, there's no way to ghost into a soulcatcher then gain a new body. Ghost out of the Soulcatcher to leave, and join the round normally.&lt;br /&gt;
&lt;br /&gt;
=== Commlink (₮250) ===&lt;br /&gt;
&lt;br /&gt;
An internal communicator for keeping in touch with people. Gives you free access to a communicator, crew manifest, weather service, notes app, and a couple of other useful features. Has a drain of 0.01 whilst installed. Comes standard on all NIFs.&lt;br /&gt;
&lt;br /&gt;
=== APC Connector (Synthetic Only) (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A small attachment that allows synthmorphs to recharge themselves from APCs. Used when stood in front of an APC, it will extend a number of tendrils out to connect the synth to the APC and drain it's power. Costs no power, but causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Pressure Seals (Synthetic Only) (₮875) ===&lt;br /&gt;
&lt;br /&gt;
Creates pressure seals around important synthetic components to protect them from vacuum. Almost impossible on organics. Drains 0.5 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Heat Sink (Synthetic Only) (₮725) ===&lt;br /&gt;
&lt;br /&gt;
Advanced heat sinks for internal heat storage of heat on a synth until able to vent it in atmosphere. Drains 0.25 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Mass Alteration (₮375) ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to change their size, through drastic mass rearrangement. Can be used to change size at will. Causes significant wear when installed.&lt;br /&gt;
&lt;br /&gt;
=== World Bender (₮100) ===&lt;br /&gt;
&lt;br /&gt;
Alters your perception of various objects in the world. Only has one setting for now: displaying all your crewmates as farm animals. Drains 0.01 when active.&lt;br /&gt;
&lt;br /&gt;
=== Compliance Module ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to apply 'laws' to sapient life. Extremely illegal, of course. Generally found as uploaders to be used on others, allowing you to give them 'laws'.&lt;br /&gt;
&lt;br /&gt;
==NIFSoft Uploaders==&lt;br /&gt;
&lt;br /&gt;
Most departments have a box of NIFSoft uploaders in their equipment or storage rooms. These uploaders come with a few NIFSofts for free that are useful for those occupations! The contents of these is as follows:&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
*AR Overlay (Med)&lt;br /&gt;
*Crew Monitor&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
*AR Overlay (Sec)&lt;br /&gt;
*Responsive Filter&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
*AR Overlay (Eng)&lt;br /&gt;
*Alarm Monitor&lt;br /&gt;
*Nictating Membrane&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
*Material Scanner&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=692</id>
		<title>Nanite implant framework</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=692"/>
		<updated>2023-12-15T18:51:42Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nanite Implant Framework (&amp;quot;NIF&amp;quot;) is a sophisticated implant designed to provide features over the span of several shifts. It's a persistent inter-round item that once implanted, can be used indefinitely, provided the character takes care to not lose it. The NIF is an implant that constructs other implants or body modifications by using nanotechnology 'blueprints' called NIFSoft. The design was originally a collaboration between [[NanoTrasen]] and [[Bishop Cybernetics]], however they no longer manufacture them together. Instead, [[NanoTrasen]] has designed a clone that is becoming fairly common in the system, while there are still some original NIFs floating around.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a NIF ==&lt;br /&gt;
[[Guide_to_Research_and_Development|Science]] can create a standard NIF, though they are fairly expensive to create in terms of materials and research level. If [[Shaft_Miner|mining]] has done their job, you may be able to make one or more on a shift. These can be implanted (see below).&lt;br /&gt;
&lt;br /&gt;
It may also be possible to locate second-hand 'used' NIFs that have been discarded, In places such as [[trash piles]]. Assuming they are old models that don't have a permanent pairing already activated, you may be able to implant these, though it's not necessarily recommended.&lt;br /&gt;
&lt;br /&gt;
There are prototype 'bioadaptive' NIFs that may allow them to be used in species without a brain ([[Promethean]]) or more complex species ([[Xenochimera]]) though these are not publicly available. Centcom should be contacted to arrange for exchanging resources and a standard NIF for one of these. They do suffer from their own problems, however. Bioadaptive NIFs can not be installed in most species with a standard brain, such as humans.&lt;br /&gt;
&lt;br /&gt;
Lastly, Kitsuhana Heavy Industries manufactured 'authentic' name-brand NIFs that have higher durability, but these are also not available without the individual to receive the NIF having an existing relation with KHI, and resources/Thalers to trade for it.&lt;br /&gt;
&lt;br /&gt;
== Installing a NIF ==&lt;br /&gt;
A NIF can be installed via surgery. For organic patients, this is the [[Surgery#Cavity_Surgery|cavity surgery]] performed on the head, inserting the NIF in question as the object. For [[synthmorph|synths]] this is very similar, opening the head and using a drill to free up additional space and implanting the NIF. Installing a bioadaptive NIF in a Promethean is more simple: Simply shove it directly into their chest. They are amorphous blobs, after all.&lt;br /&gt;
&lt;br /&gt;
The NIF cannot complete a lengthy calibration procedure until the patient is conscious again, at which point it will blind them for several minutes as it attaches to their optic nerve/interface. After they have vision again, they will experience mild to severe pain for around half an hour, along with random blackouts. They should not operate heavy machinery during this time, and may wish to request a brief leave from their job.&lt;br /&gt;
&lt;br /&gt;
== Using a NIF ==&lt;br /&gt;
Once installed and calibrated, the NIF is permanently bound to the user. They will have an overlay projected directly into their visual cortex allowing them to see things that aren't there (&amp;quot;artificial reality&amp;quot;). They can enable display of job icons and 'health bars', among other things. After calibration and several hours later, the NIF will finish constructing a 'commlink', which is equivalent to an integrated communicator.&lt;br /&gt;
&lt;br /&gt;
These pieces of software are called NIFSoft. Additional software can be purchased at vending machines (&amp;quot;NIFSoft Shops&amp;quot;). There is a wide variety available, though some is locked to specific access and jobs. There are also rumors of illegal NIFSoft, though these shouldn't be installed and should be reported to security immediately.&lt;br /&gt;
&lt;br /&gt;
When installing a NIFSoft, one should remember that a physical device is being constructed inside the user's body, and this will wear the NIF itself to construct. Some more significant modifications may wear the NIF more than others.&lt;br /&gt;
&lt;br /&gt;
===Charge===&lt;br /&gt;
&lt;br /&gt;
The NIFs charge level is directly dependent on your level of nutrition! If you are full, the NIF's charge level will be too. If you are starving, then the NIF will be so low in energy that it may cease to function. Simply eating (or recharging if you are synthetic) will restore your NIF's charge.&lt;br /&gt;
&lt;br /&gt;
== Maintaining the NIF ==&lt;br /&gt;
After many NIFSofts have been installed over time, the NIF may require repairs. This is a simple task that  a scientist/roboticist can perform, however the NIF must be removed first. After removing it using the [[Surgery#Implant_Removal|implant removal]] surgery, follow these steps to repair it:&lt;br /&gt;
* Open the casing after removing the screws&lt;br /&gt;
* Replace any burned-out wiring&lt;br /&gt;
* Use a multitool to reset each circuit&lt;br /&gt;
* Re-secure the mainboard screws and reattach the cover&lt;br /&gt;
&lt;br /&gt;
When re-implanted, the NIF will only take about 60 seconds to calibrate to the user again, as opposed to the more painful original surgery.&lt;br /&gt;
&lt;br /&gt;
Alternatively an Advanced NIF repair tool may be used. by injecting the output regents into either a syringe and injected into the head or ingested. You can also just drink these repair fluids if they're put into a beaker, they will slowly metabolise over time.&lt;br /&gt;
&lt;br /&gt;
== Preserving your NIF ==&lt;br /&gt;
The NIF is preserved in resleeving scans, so one can keep their NIF upon death as long as they had a backup implant that successfully recorded the NIF's physical state at least once. It will only be able to reproduce the exact same NIF however, meaning the same durability and already bound to the user.&lt;br /&gt;
&lt;br /&gt;
Surviving the shift is also another way to preserve your NIF for the next one, obviously, and short-range teleporters and cryostorage both preserve the NIF for the next shift.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, if you start the round with a NIF installed, you should not easily be able to lose it permanently. Even if you die without a mind backup, you should gain one back at the start of your next shift.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the shift ends, and you do not have a NIF, you will not have it in the next round. If you are having your NIF removed for repairs, make sure someone is available to repair and reinstall it!&lt;br /&gt;
&lt;br /&gt;
Be aware that if you have a NIF installed mid shift, and die and respawn via an auto resleever later in the same shift, you may lose your NIF. This is because the auto resleever spawns you in the same state as when you arrived on the station.&lt;br /&gt;
&lt;br /&gt;
== NIFSofts And You [[file:Nifsoft.png]] ==&lt;br /&gt;
&amp;quot;NIFSoft&amp;quot; is the newest advancement in NT tech, allowing for quick and easy software updates to your NIF system.  Most NIFSoft is fairly self-explanatory and the short description on the NIFSoft Shop vending machine ( [[File:Nifsoft Shop.png|32x32px]] ) can explain their use. Please be advised that you must have a NIF installed to use the store, the stores only offer digital downloads not physical discs. If you wish for a physical copy, speak with your stations science department. However there are a few pieces of software that warrant additional explanation.&lt;br /&gt;
&lt;br /&gt;
=== AR Overlays ===&lt;br /&gt;
&lt;br /&gt;
There are a number of different AR overlays that are available for various departments or the [[Site Manager|site manager]] specifically. They each have a 0.01 drain whilst active.&lt;br /&gt;
*(Civ) (₮250) - Provides a general identification and ''simple'' health status overlay on your vision with no frills. All NIFs come with this pre-installed.&lt;br /&gt;
*(Med) (₮375) - Like the civilian model, but provides medical records access and virus database lookup, plus backup implant status. Restricted to [[Medical Doctor|medical]] staff.&lt;br /&gt;
*(Sec) (₮375) - Like the civilian model, but provides access to arrest status and security records. Restricted to [[Security Officer|security]] staff.&lt;br /&gt;
*(Eng) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Engineer|engineering]] staff.&lt;br /&gt;
*(Sci) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Scientist|science]] staff.&lt;br /&gt;
*(Omni) (₮375) - Like the civilian model, but provides most of the features of the medical and security overlays as well. Restricted to the [[Site Manager|site manager]].&lt;br /&gt;
*Corrective AR (₮100) - Subtly alters perception to compensate for cataracts and retinal misalignment, among other common disabilities. Drains at 0.025.&lt;br /&gt;
&lt;br /&gt;
=== Nictating Membrane (₮225) ===&lt;br /&gt;
&lt;br /&gt;
A synthetic nictating membrane (aka 'third eyelid') that protects the eyes from UV or hostile atmospheres. Does not protect from photonic stun weapons. Drains at 0.2 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Responsive Filter (₮300) ===&lt;br /&gt;
&lt;br /&gt;
Enables a high-speed shielding response to intense light, such as flashes, to block them. Effectively acts as sunglasses do to protect your eyes. Restricted to [[Security Officer|security]]. Drains at 0.05 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Meson Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Meson Scanner Goggles, these allow you to see the base structure and terrain through walls. Restricted to [[Engineer|engineers]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Material Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Material Scanner Goggles, these allow you to see objects through walls. Restricted to [[Scientist|science]] staff. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Low-Light Amp (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Night Vision Goggles, these allow you to see in complete darkness. Restricted to [[Security Officer|security]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Medichines (₮1250) ===&lt;br /&gt;
Medichines are healing/repair nanites that consume large quantities of energy while in use, but can save a life for organics, or save annoyance for synthetics. There are two distinct versions of medichines: one for synthetic life, and one for organic life. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
* Organic - The organic medichines will begin healing the user when they become significantly injured. If they become critically injured, they will operate at an enhanced rate, but while consuming a significant amount of energy. If the user is subjected to more injury than they are able to heal, the user will be put into emergency stasis, and the medical department will be notified via radio of the user's location.&lt;br /&gt;
* Synthetic - The synthetic medichines are capable of synthetic self-repair, but only to a small extent. Any damage that would show as less than a '5' on a scanner can be automatically repaired by synthetic medichines, allowing the user to avoid buffing out scrapes and dents, saving them time from common workplace accidents that cause them.&lt;br /&gt;
&lt;br /&gt;
=== Respirocytes (₮375) ===&lt;br /&gt;
&lt;br /&gt;
Nanites simulating red blood cells will filter and recycle oxygen for a short time, preventing suffocation in hostile environments. NOTE: Only capable of supplying OXYGEN. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Mind Backup (₮125) ===&lt;br /&gt;
&lt;br /&gt;
Backup your mind on the go. Stores a one-time sync of your current mindstate upon activation. Works the same as being installed with a mind backup implant. Drains no power.&lt;br /&gt;
&lt;br /&gt;
=== Crew Monitor (₮625) === &lt;br /&gt;
&lt;br /&gt;
A link to the local crew monitor sensors. Useful for finding people in trouble. Works just the same as a crew monitor console, including the map view, but can be accessed on the move. Restricted to [[Medical Doctor|medical staff]]. Drains at 0.025 whilst installed, no additional cost when active.&lt;br /&gt;
&lt;br /&gt;
=== Alarm Monitor (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A link to the local alarm monitors. Useful for detecting alarms in a pinch. Restricted to [[Engineer|engineering staff]]. Has a passive drain of 0.025 when installed.&lt;br /&gt;
&lt;br /&gt;
=== Soulcatcher (₮100) ===&lt;br /&gt;
'''NB:''' This does not mean 'metaphysical magical energy', it's just the name. &lt;br /&gt;
&lt;br /&gt;
Every NIF comes with one of these as standard. It has a 0.01 drain whilst active.&lt;br /&gt;
&lt;br /&gt;
This NIFSoft is designed to preserve minds in case of emergency, and would be a useful feature for a combat medic. The NIFSoft makes a live mind-backup of the user should they die, and hosts them in a VR environment until they are rescued. Additionally, it can do the same to others, should they die while being held by or inside the soulcatcher user. This will load their mind into the same VR environment, and they will be able to communicate directly with the owner until such a time they are revived elsewhere.&lt;br /&gt;
&lt;br /&gt;
The SleeveMate 3200 handheld brain scanner can also place stored minds into soulcatcher owners, allowing one to load critically injured patients into the soulcatcher to prevent unnecessary pain, or to allow patients who are unable to undergo surgery or anesthetic treatment to be stored while surgery is performed. Simply use the SleeveMate 3200 to store the 'whole mind', and then aim it at a person with a NIF and the Soulcatcher NIFSoft. An additional option will appear to load the mind into them.&lt;br /&gt;
&lt;br /&gt;
The soulcatcher can also perform backups of the minds installed inside, just like a backup implant. This will prevent the notification to medical that the user has died needlessly, as the soulcatcher user is likely working on the issue already, or they are just storing them for recreational purposes and there's no need to resleeve them yet.&lt;br /&gt;
&lt;br /&gt;
Others may come up with additional 'creative' uses of the soulcatcher.&lt;br /&gt;
&lt;br /&gt;
'''Ghosts may also join into a Soulcatcher by picking the &amp;quot;Ghost &amp;gt; Join Into Soulcatcher&amp;quot; verb''', similar to how ghosts may make communicator calls. It is not possible to resleeve ghosts into physical bodies from this method, there's no way to ghost into a soulcatcher then gain a new body. Ghost out of the Soulcatcher to leave, and join the round normally.&lt;br /&gt;
&lt;br /&gt;
=== Commlink (₮250) ===&lt;br /&gt;
&lt;br /&gt;
An internal communicator for keeping in touch with people. Gives you free access to a communicator, crew manifest, weather service, notes app, and a couple of other useful features. Has a drain of 0.01 whilst installed. Comes standard on all NIFs.&lt;br /&gt;
&lt;br /&gt;
=== APC Connector (Synthetic Only) (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A small attachment that allows synthmorphs to recharge themselves from APCs. Used when stood in front of an APC, it will extend a number of tendrils out to connect the synth to the APC and drain it's power. Costs no power, but causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Pressure Seals (Synthetic Only) (₮875) ===&lt;br /&gt;
&lt;br /&gt;
Creates pressure seals around important synthetic components to protect them from vacuum. Almost impossible on organics. Drains 0.5 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Heat Sink (Synthetic Only) (₮725) ===&lt;br /&gt;
&lt;br /&gt;
Advanced heat sinks for internal heat storage of heat on a synth until able to vent it in atmosphere. Drains 0.25 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Mass Alteration (₮375) ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to change their size, through drastic mass rearrangement. Can be used to change size at will. Causes significant wear when installed.&lt;br /&gt;
&lt;br /&gt;
=== World Bender (₮100) ===&lt;br /&gt;
&lt;br /&gt;
Alters your perception of various objects in the world. Only has one setting for now: displaying all your crewmates as farm animals. Drains 0.01 when active.&lt;br /&gt;
&lt;br /&gt;
=== Compliance Module ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to apply 'laws' to sapient life. Extremely illegal, of course. Generally found as uploaders to be used on others, allowing you to give them 'laws'.&lt;br /&gt;
&lt;br /&gt;
==NIFSoft Uploaders==&lt;br /&gt;
&lt;br /&gt;
Most departments have a box of NIFSoft uploaders in their equipment or storage rooms. These uploaders come with a few NIFSofts for free that are useful for those occupations! The contents of these is as follows:&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
*AR Overlay (Med)&lt;br /&gt;
*Crew Monitor&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
*AR Overlay (Sec)&lt;br /&gt;
*Responsive Filter&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
*AR Overlay (Eng)&lt;br /&gt;
*Alarm Monitor&lt;br /&gt;
*Nictating Membrane&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
*Material Scanner&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Welderon.gif&amp;diff=691</id>
		<title>File:Welderon.gif</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:Welderon.gif&amp;diff=691"/>
		<updated>2023-12-15T18:43:27Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Crowbar.png&amp;diff=690</id>
		<title>File:Crowbar.png</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:Crowbar.png&amp;diff=690"/>
		<updated>2023-12-15T18:43:15Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
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		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Wirecutters.png&amp;diff=689</id>
		<title>File:Wirecutters.png</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:Wirecutters.png&amp;diff=689"/>
		<updated>2023-12-15T18:43:02Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Izac112 uploaded a new version of File:Wirecutters.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Wrench.png&amp;diff=688</id>
		<title>File:Wrench.png</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:Wrench.png&amp;diff=688"/>
		<updated>2023-12-15T18:42:40Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Izac112 uploaded a new version of File:Wrench.png&lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=File:Screwdriver_tool.png&amp;diff=687</id>
		<title>File:Screwdriver tool.png</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=File:Screwdriver_tool.png&amp;diff=687"/>
		<updated>2023-12-15T18:38:59Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stabby eyes&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Special_Items&amp;diff=686</id>
		<title>Special Items</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Special_Items&amp;diff=686"/>
		<updated>2023-12-15T18:30:54Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Special Items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{vorePage}}&lt;br /&gt;
VORE Station offers a variety of fun items to mess about with, many of which are designed with ERP, vore and scenes in mind! You can find the majority of these hidden in [[Guide to Dumpster Diving|trash piles]] in maintenance, and some can be made by [[Scientist|science]]. If you find yourself unable to get ahold of an item that you 'really really' need for your scene, then you might want to consider praying for it, or even using adminhelp (just don't abuse it).&lt;br /&gt;
&lt;br /&gt;
Many of these items are also sold by the [[Trader]].&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
===[[File:Capture Crystal.png|48px]]Capture Crystal===&lt;br /&gt;
&lt;br /&gt;
The capture crystal is a rare and strange, legally distinct, ball like crystal. It can be used to capture your fellow crewmates, and force them to bend to your will! Using this item on another player character, by either clicking them with it or throwing it at them, will give them an OOC prompt as to whether they would like to allow themselves to be captured. If they agree, they will be advised that they are now under your command and they will be placed inside of the crystal! You can then release your captured crew my clicking the crystal in your hand, and they will appear in front of you. You are now free to command them to do your bidding. As long as they are within (a rather generous) range of you, you can click on the empty crystal to teleport them back inside of it.&lt;br /&gt;
&lt;br /&gt;
You can swallow the crystal with the trash can trait, placing it inside of your active belly, even with a person inside of it! If you digest the crystal with a person inside, the crystal will break and the occupant will be released into that active belly.&lt;br /&gt;
&lt;br /&gt;
===[[File:NewSizegun.png|48px]]Size Gun===&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' Targets must have their resizing preference enabled.&lt;br /&gt;
&lt;br /&gt;
This fancy little gun can be created by science or found in the trash, and is capable of changing the size of other mobs, people included! Clicking on the size gun when it is in your hand will give you the option to set what size you'd like to resize your target to. This works on a scale of 25% to 200% outside of dorms, or 1% to 600% inside of a dorm, (be aware that making a character too small can make them pretty much impossible to click on!). It has a limited number of shots available (defaulting to 10).&lt;br /&gt;
&lt;br /&gt;
There is an unlocked version of this gun that will allow you to use dorm sizes outside of the dorm, but is restricted to admin spawn and should not be abused in public.&lt;br /&gt;
&lt;br /&gt;
===[[File:Gradual Sizegun.png|48px]]Gradual Size Gun===&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' Targets must have their resizing preference enabled.&lt;br /&gt;
&lt;br /&gt;
This variation of the size gun allows you to switch between grow and shrink rays by clicking on the gun in your hand. It can also be created by science or found in trash piles. By firing a shrink/grow ray at another mob, you will cause the mob to decrease/increase in scale slowly, rather than instantly. This works on a scale of 25% to 200% outside of dorms, or 1% to 600% inside of a dorm, (be aware that making a character too small can make them pretty much impossible to click on!).&lt;br /&gt;
&lt;br /&gt;
===[[File:Compliance.png|48px]]NIF Uploader (Compliance)===&lt;br /&gt;
&lt;br /&gt;
This little piece of tech is technically contraband and you shouldn't be waving it about, it can only be found in trash piles. This uploader can be used on a person who has a functioning NIF to give them a law that they must follow. When you upload this law to another person, you are given the option to write the law for them, and it can be as intricate as you like. Generally, it's assumed that these laws wear off at the end of a shift, but that's really up to you and your scene partner to decide. It is common for these laws to be used in scenes to force your partner to do vore or kinky stuff, but it is not limited to that in any way. &lt;br /&gt;
&lt;br /&gt;
However, don't abuse this and give people laws to grief the station or otherwise act as an antagonist. If you find yourself on the receiving end of such a law, that does not give you an excuse to actually carry it out and ruin the game for other people. For example, if someone gives you a law to release the tesla, and you carry it out, you're probably looking at a ban.&lt;br /&gt;
&lt;br /&gt;
===[[File:Implanter.png|48px]]Compliance Implant===&lt;br /&gt;
&lt;br /&gt;
This implanter works pretty much the same as the NIF Uploader (Compliance), except that it does not require the target to have a NIF installed. It can similarly be found in trash piles. It can be used on another person to give them a law of your choosing, much like laws that Silicon crew are bound by, it can be as intricate as you like. Generally, it's assumed that these laws wear off at the end of a shift, but that's really up to you and your scene partner to decide. It is common for these laws to be used in scenes to force your partner to do vore or kinky stuff, but it is not limited to that in any way. &lt;br /&gt;
&lt;br /&gt;
Unlike the NIF variation, these laws can be removed by a person by removing the implant via [[Surgery#Implant.2FShrapnel_Removal|surgery]].&lt;br /&gt;
&lt;br /&gt;
However, don't abuse this and give people laws to grief the station or otherwise act as an antagonist. If you find yourself on the receiving end of such a law, that does not give you an excuse to actually carry it out and ruin the game for other people. For example, if someone gives you a law to release the tesla, and you carry it out, you're probably looking at a ban.&lt;br /&gt;
&lt;br /&gt;
===[[File:Mouseray.png|48px]]Mouse Ray===&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' Targets must have their Spontaneous TF preference enabled.&lt;br /&gt;
&lt;br /&gt;
This quirky little gun can be used to transform people into mice (and back again), and can be found in trash piles. Using this gun on a target will instantly transform them (and anything they're wearing) into a mouse, and they will be able to do everything that a mouse can do (including being picked up effortlessly). If someone dies as a mouse, they will be transformed back into their normal form. Even if they are digested, everything that they were carrying before being transformed will be deposited into the belly, so there is no risk of accidentally losing their items. This gun uses charge to fire and can be recharged at charging ports around the station.&lt;br /&gt;
&lt;br /&gt;
A recombobulation ray is available in medbay to transform mice back into their normal forms when the mouse ray is not around to do it.&lt;br /&gt;
&lt;br /&gt;
Rays that transform you into other mobs do exist, but are currently admin spawn only.&lt;br /&gt;
&lt;br /&gt;
===[[File:Chemkit.png|48px]]Gender Chemistry Kit===&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' Users must have their Spontaneous TF preference enabled.&lt;br /&gt;
&lt;br /&gt;
A pre-arranged home chemistry kit, often found in trash piles. This one is for rather specific set of gender-altering chemicals. This kit can be used to create a vial of a gender-altering chemical, but there's only enough material for one. It is also possible for [[Chemist|chemistry]] to [[Guide_to_Chemistry#Vorestation_specific_recipes|make those gender altering chemicals]] directly. Using one of these chemicals will change the characters physical sex instantly.&lt;br /&gt;
&lt;br /&gt;
The chemicals available include:&lt;br /&gt;
*Androrovir - Changes physical sex to male.&lt;br /&gt;
*Gynorovir - Changes physical sex to female.&lt;br /&gt;
*Androgynorovir - Changes physical sex to mixed.&lt;br /&gt;
&lt;br /&gt;
Do not abuse these chemicals to spike OOC unwilling/unwitting players. It is possible that they have their spontaneous TF preference enabled for other uses, and would not want their sex changed.&lt;br /&gt;
&lt;br /&gt;
===[[File:BluespaceHarpoon.gif|48px]]Bluespace Harpoon===&lt;br /&gt;
&lt;br /&gt;
A bluespace harpoon is a tool that can be fired at any specific point that you have line of sight on, and upon hit, will teleport you to it! They can be made by science or found in trash piles. However, if both you and your partner have [[Vore_Panel#Preferences|drop noms]] enabled, then it has another use! Throwing it at another person will end up with one of you eating the other! Who gets eaten depends on the characters' spontaneous pred and prey settings, and it follows the drop nom rules described in the [[Guide to Vore]]. Be aware that the harpoon does have a chance to fail.&lt;br /&gt;
&lt;br /&gt;
===[[File:HyperJumpsuit.gif|48px]]Hyper Jumpsuit===&lt;br /&gt;
&lt;br /&gt;
This special jumpsuit can be found in trash piles, made by science or even chosen in the character loadout screen! Got a lot to hide on your body? Well, this Heavy Yield Protrusion Erasing and Retracting suit seems perfect for you. Hides any bulges on your body, as well as conceals your true weight. Wearing this suit will hide any belly examine descriptions, so that no one will know that you have prey inside. You can also, of course, roleplay it as hiding other features of your body. You can use the &amp;quot;Adjust Fibres&amp;quot; verb to toggle hiding bulges.&lt;br /&gt;
&lt;br /&gt;
===[[File:Bluespacesuit.gif|48px]]Bluespace Jumpsuit===&lt;br /&gt;
&lt;br /&gt;
This variation of the jumpsuit can be found in trash piles or made by science, but can not be chosen in the loadout screen. Do you feel like warping spacetime today? Because it seems like that's on the agenda, now. Allows one to resize themselves at will, and conceals their true weight as well as any bulges or protrusions on their body. Adjusting your fibres in this suit will instead give you the ability to resize at will. However, taking the suit off will cause you to instantly return to your previous size.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleevemate.png|48px]]Body Snatcher Device===&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' The target must have body impersonation set to allowed in their character set-up.&lt;br /&gt;
&lt;br /&gt;
An extremely illegal tool that allows the user to swap minds with the selected humanoid victim. The LED panel on the side states 'Place both heads on the device, pull trigger, then wait for the transfer to complete.' That's right, using this tool on another person will swap your mind with theirs, putting you in their body, and putting them in yours! The target must be alive and have an active player at the time, or it won't work. It can be used on organics, synthetics and even borgs! Be aware that using this item sends a message to the admins, so they know who is who easily. It does take care to transfer your OOC notes between bodies too.&lt;br /&gt;
&lt;br /&gt;
===[[File:Implanter.png|48px]]Size Control Implant===&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' The user must have their resizing preference enabled.&lt;br /&gt;
&lt;br /&gt;
This implant allows your size to be controlled simply by speaking instructions, and it can be found in trash piles. However, there is a twist! The person who can control size of the person who it is installed into, depends on who installed it! If you install it into another person, only you will be able to control their size. However, if you install it in yourself, everyone can control your size! Except you, that is, you don't get a say in any of this!&lt;br /&gt;
&lt;br /&gt;
Some of the phrases that you can use to control the size of a person with this implant:&lt;br /&gt;
*'Shrink' - host size decreases.&lt;br /&gt;
*'Grow' - host size increases.&lt;br /&gt;
*'Resize (NUMBER)' - for accurate size control.&lt;br /&gt;
*'Ignore' - keywords in the speech won't have any effect.&lt;br /&gt;
*'Implant-toggle' - toggles whether the implant is active or not, to avoid accidental changes.&lt;br /&gt;
&lt;br /&gt;
=Storage=&lt;br /&gt;
[[File:Electroniclockbox.png|right|128px|Icon for the electronic lockbox.]]&lt;br /&gt;
&lt;br /&gt;
There are &amp;quot;electronic lockboxes&amp;quot; around the station that can be used to safely store fun items for future shifts! There is always one of these boxes located in the dorms area. Items placed in one of these boxes will remain there until they're taken out later, and can stay in there between shifts. These items are tied to your CKey (your Byond username), and not your character, so you can use this to pass items between characters. The intention of these boxes is that if you find something really cool, but don't have an opportunity to use it in the current shift, you can save it for a future one.&lt;br /&gt;
&lt;br /&gt;
Some things to note:&lt;br /&gt;
*Only one item can be stored in the box at a time.&lt;br /&gt;
*Only certain items can be stored in them, generally rare things. This includes all of the items listed on this page. You won't be able to put common items, such as a stun baton, in there.&lt;br /&gt;
*Once an item is taken out, it can not be put back in. So you can not repeatedly put the same item back in at the end of each shift.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Resources]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Traits&amp;diff=685</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Traits&amp;diff=685"/>
		<updated>2023-12-15T18:30:34Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{vorePage}}&lt;br /&gt;
=How Traits work=&lt;br /&gt;
&lt;br /&gt;
[[File:Trait Panel.png|thumb|right|The trait panel.]]&lt;br /&gt;
There are a wide variety of traits available to customise your character. These can be found in the [[Guide_to_Vore#The_Vore_Tab_in_Character_Setup|VORE tab]] of the [[The_Basics#Character_Setup|character set up]] panel. The options that are available to you will depend on your characters [[species]], most species only have access to the neutral traits, as their positive and negative traits are inherent to their species. Custom species, however, have access to the great majority of traits. Positive traits usually add mechanical bonuses to your character, whilst negative traits give your character a mechanical disadvantage.&lt;br /&gt;
&lt;br /&gt;
You can take as many neutral traits as you like, but positive and negative traits are limited by a total number and points system. You can take up to 5 total positive and negative traits. Custom species start with two &amp;quot;points&amp;quot; to spend, whilst premade species start with zero. Many positive traits cost points to take, whilst negative traits give you additional points to spend. Therefore you may wish to take your time to find the right balance of positive and negative traits to take.&lt;br /&gt;
&lt;br /&gt;
===Trait Tutorials===&lt;br /&gt;
&lt;br /&gt;
For detailed description of how to use your traits, use the &amp;quot;Explain Custom Traits&amp;quot; verb in abilities tab. This verb will open up a dialogue box which will allow you to see a description of every trait that you have equipped on your character, along with a tutorial on how to use them where it's relevant. &lt;br /&gt;
&lt;br /&gt;
Some traits may lack detail, request devs to add them on discord!&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
&lt;br /&gt;
Traits that are denoted as &amp;quot;Yes&amp;quot; in the &amp;quot;'''Custom Only'''&amp;quot; are only available to choose to characters with a custom species.&lt;br /&gt;
&lt;br /&gt;
==Positive Traits==&lt;br /&gt;
&lt;br /&gt;
===Damage Resistances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Point Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Brute Resist, Minor&lt;br /&gt;
|2&lt;br /&gt;
|Adds 15% resistance to brute damage sources.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Brute Resist&lt;br /&gt;
|3&lt;br /&gt;
|Adds 25% resistance to brute damage sources.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Burn Resist, Minor&lt;br /&gt;
|2&lt;br /&gt;
|Adds 15% resistance to burn damage sources.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Burn Resist&lt;br /&gt;
|3&lt;br /&gt;
|Adds 25% resistance to burn damage sources.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Non-Conductive&lt;br /&gt;
|1&lt;br /&gt;
|Decreases your susceptibility to electric shocks by a 10% amount.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Non-Conductive, Major&lt;br /&gt;
|2&lt;br /&gt;
|Decreases your susceptibility to electric shocks by a 25% amount.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Photoresistant&lt;br /&gt;
|1&lt;br /&gt;
|Decreases stun duration from flashes and other light-based stuns and disabilities by 20%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Hard Feet&lt;br /&gt;
|0&lt;br /&gt;
|Makes your nice clawed, scaled, hooved, armored, or otherwise just awfully calloused feet immune to glass shards.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|High Endurance&lt;br /&gt;
|4&lt;br /&gt;
|Increases your maximum total hitpoints to 125&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Grit&lt;br /&gt;
|2&lt;br /&gt;
|Increases your resistance to pain and pain shock by 15%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Firm Body&lt;br /&gt;
|1&lt;br /&gt;
|Your body is firm enough that small thrown items can't do anything to you. Prevents thrown items that deal 10 or less damage from harming you.&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Point Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Sharp Melee&lt;br /&gt;
|1&lt;br /&gt;
|Provides sharp melee attacks that do slightly more damage.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Sharp Melee &amp;amp; Numbing Fangs&lt;br /&gt;
|2&lt;br /&gt;
|Provides sharp melee attacks that do slightly more damage, along with fangs that makes the person bit unable to feel their body or pain.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Numbing Fangs&lt;br /&gt;
|1&lt;br /&gt;
|Provides fangs that makes the person bit unable to feel their body or pain.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Eye&lt;br /&gt;
|2&lt;br /&gt;
|You are better aiming than most.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement Bonuses===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Point Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Haste&lt;br /&gt;
|4&lt;br /&gt;
|Allows you to move faster on average than baseline.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Hardy&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to carry heavy equipment with less slowdown.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Hardy, Major&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to carry heavy equipment with almost no slowdown.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Winged Flight&lt;br /&gt;
|0&lt;br /&gt;
|Allows you to fly by using your wings. Don't forget to bring them!&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Traceur&lt;br /&gt;
|2&lt;br /&gt;
|You're capable of parkour and can *flip over low objects (most of the time). Reduces your chance to fall when climbing.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Soft Landing&lt;br /&gt;
|1&lt;br /&gt;
|You can fall from certain heights without suffering any injury, be it via wings, lightness of frame or general dexterity.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Snow Walker&lt;br /&gt;
|1&lt;br /&gt;
|You are able to move unhindered on snow.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Climber, Amateur&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to scale climbable walls without a risk of falling in 17.5 seconds.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Climber, Natural&lt;br /&gt;
|0&lt;br /&gt;
|Allows you to scale climbable walls without a risk of falling in 17.5 seconds.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Climber, Professional&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to scale climbable walls without a risk of falling in 9 seconds.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Point Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Acquatic&lt;br /&gt;
|1&lt;br /&gt;
|You can Breathe under water. You move with no slowdown in shallow water, and half the slowdown in deep water. Gives you the ability to dive under water, allowing them to move quickly under water. Being under water makes you 1.5x weaker to shocks, 25% weaker with melee, gives large reduction to weapon accuracy, and gives you an evasion bonus for dodging shows. When under water, you are [[Guide_to_Vore#Aquatic_Hunting|able to devour other creatures]] in the water or on beach shorelines. Stepping out of the water or resurfacing ends these effects immediately.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Darksight&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to see a short distance in the dark. Makes you more suspectible flashes.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Darksight, Major&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to see in the dark for the whole screen. Makes you even more suspectible flashes.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Weaver&lt;br /&gt;
|2&lt;br /&gt;
|You can produce silk and create various articles of clothing and objects.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Cocoon Spinner&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to build a cocoon around yourself, using it to transform your body if you desire.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|1&lt;br /&gt;
|Allows you to take three additional languages.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Traits==&lt;br /&gt;
&lt;br /&gt;
===Damage vulnerabilities===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Point Refund&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Brute Weakness, Minor&lt;br /&gt;
|1&lt;br /&gt;
|Increases damage from brute damage sources by 15%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Brute Weakness&lt;br /&gt;
|2&lt;br /&gt;
|Increases damage from brute damage sources by 25%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Brute Weakness, Major&lt;br /&gt;
|3&lt;br /&gt;
|Increases damage from brute damage sources by 50%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Burn Weakness, Minor&lt;br /&gt;
|1&lt;br /&gt;
|Increases damage from burn damage sources by 15%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Burn Weakness&lt;br /&gt;
|1&lt;br /&gt;
|Increases damage from burn damage sources by 25%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Burn Weakness, Major&lt;br /&gt;
|1&lt;br /&gt;
|Increases damage from burn damage sources by 50%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Conductive&lt;br /&gt;
|1&lt;br /&gt;
|Increases your susceptibility to electric shocks by 50%&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Conductive, Major&lt;br /&gt;
|1&lt;br /&gt;
|Increases your susceptibility to electric shocks by 100%&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Haemophilia - Organics only&lt;br /&gt;
|2&lt;br /&gt;
|When you bleed, you bleed a LOT.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Hollow Bones/Aluminum Alloy&lt;br /&gt;
|2&lt;br /&gt;
|Your bones and robot limbs are much easier to break.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Low Endurance&lt;br /&gt;
|2&lt;br /&gt;
|Reduces your maximum total hitpoints to 75.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Low Endurance, Major&lt;br /&gt;
|3&lt;br /&gt;
|Reduces your maximum total hitpoints to 50.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Neural Hypersensitivity&lt;br /&gt;
|1&lt;br /&gt;
|Your nerves are particularly sensitive to physical changes, leading you to feel twice the intensity of pain and pleasure alike. Makes all pain effects twice as strong, and occur at half as much damage.&lt;br /&gt;
Notes: This means pain slowdown, pain dropping items, message frequency and falling into paincrit occurs twice as early, and is twice as intense. Painkiller is applied after pain is multiplied.&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement reductions===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Point Refund&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Slowdown&lt;br /&gt;
|2&lt;br /&gt;
|Allows you to move slower on average than baseline.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Slowdown, Major&lt;br /&gt;
|3&lt;br /&gt;
|Allows you to move MUCH slower on average than baseline.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Weakling&lt;br /&gt;
|1&lt;br /&gt;
|Causes heavy equipment to slow you down more when carried.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Weakling, Major&lt;br /&gt;
|2&lt;br /&gt;
|Causes heavy equipment to slow you down a lot more when carried.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Lightweight&lt;br /&gt;
|2&lt;br /&gt;
|Your light weight and poor balance make you very susceptible to unhelpful bumping. Think of it like a bowling ball versus a pin.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Point Refund&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Bad Shot&lt;br /&gt;
|1&lt;br /&gt;
|You are terrible at aiming.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Monolingual&lt;br /&gt;
|1&lt;br /&gt;
|You can only speak Galactic common and can not choose additional languages.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Nitrogen Breather&lt;br /&gt;
|2&lt;br /&gt;
|You breathe nitrogen instead of oxygen (which is poisonous to you). Incidentally, Phoron isn't poisonous to breathe to you.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Phoron Breather&lt;br /&gt;
|2&lt;br /&gt;
|You breathe phoron instead of oxygen (which is poisonous to you), much like a vox.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Nyctalopia&lt;br /&gt;
|1&lt;br /&gt;
|You cannot see in the dark at all.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Neutral Traits==&lt;br /&gt;
&lt;br /&gt;
Neutral traits do not have a point cost or refund associated with them, and you may take as many as you'd like.&lt;br /&gt;
&lt;br /&gt;
===[[Vore]] themed traits===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Brutal Predation&lt;br /&gt;
|Allows you to tear off limbs &amp;amp; tear out internal organs. The first attempt will damage the limb or organ badly, whilst the second will remove it an place it in your active belly. Be aware that removing a limb or organ will cause a large amount of bleeding that can quickly kill your prey, therefore it is advisable to have bandages or ATKs available to stop the bleeding if you wish to continue the scene beyond the use of this ability.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Trash Can&lt;br /&gt;
|Allows you to dispose of some garbage on the go instead of having to look for a bin or littering like an animal.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Feeder&lt;br /&gt;
|Allows you to feed your prey using your own body.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide_to_Vore#Vertical_Noms|Vertical Nom]]&lt;br /&gt;
|Allows you to consume people from above, such as when standing on the rafters above your prey. You must be able to see your prey.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Dominate Prey&lt;br /&gt;
|Connect to and dominate the brain of your prey.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Dominate Predator&lt;br /&gt;
|Allows you to attempt to take control of a predator whilst you are inside of a belly.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Submit to Prey&lt;br /&gt;
|Allows your prey to take control of your body.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Barely Filling&lt;br /&gt;
|You provide a lot less nutrition to anyone who makes a meal of you.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Slightly Filling&lt;br /&gt;
|You provide notably less nutrition to anyone who makes a meal of you.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Heavily Filling&lt;br /&gt;
|You provide notably more nutrition to anyone who makes a meal of you.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Filling&lt;br /&gt;
|You provide a lot more nutrition to anyone who makes a meal of you.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide_to_Vore#Ranged_Vore|Long Predatorial Reach]]&lt;br /&gt;
|You gain the Grab Prey With Appendage ability, which allows you to pull people into your belly from up to 5 tiles away. Alternatively, can be used to pull yourself into your prey/predator. Using this ability also gives you the option to change the colour of the appendage. Options are also displayed in the trait screen to save the mode and colour of the ability between rounds.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Diet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Succubus Drain&lt;br /&gt;
|Makes you able to gain nutrition from draining prey in your grasp.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Bloodsucker&lt;br /&gt;
|You get fangs that can be used to drain blood from prey. Blood can be drank directly from blood bags by using one in your hand with the harm intent. Using the ability on yourself will give you options to change how visible the action is to other players, how bloody the interaction is and to tie these to intents.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Bloodsucker, Obligate&lt;br /&gt;
|Makes you unable to gain nutrition from anything but blood. To compenstate, you get fangs that can be used to drain blood from prey. Blood can be drank directly from blood bags by using one in your hand with the harm intent. Using the ability on yourself will give you options to change how visible the action is to other players, how bloody the interaction is and to tie these to intents.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Expensive Taste&lt;br /&gt;
|You only gain nutrition from raw ore and refined minerals. There's nothing that sates the appetite better than precious gems, exotic or rare minerals and you have damn fine taste. Anything else is beneath you.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Biofuel Processor&lt;br /&gt;
|For synthetics. You are able to gain energy through consuming and processing normal food. Energy-dense foods such as protein bars and survival food will yield the best results. Makes charging in cyborg charges take 2.5 times as long.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism, Apex&lt;br /&gt;
|Finally a proper excuse for your predatory actions. Essentially doubles the fast trait rates. Good for characters with big appetites.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism, Fast&lt;br /&gt;
|You process ingested and injected reagents faster, but get hungry faster (Teshari speed).&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism, Slow&lt;br /&gt;
|You process ingested and injected reagents slower, but get hungry slower.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Insatiable (Organics only)&lt;br /&gt;
|You need to eat a third of a plate more to be sated. Affects both food and vore digestion (does not affect bloodsucker).&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Insatiable, Greater (Organics only)&lt;br /&gt;
|You need to eat three times as much to feel sated. Affects both food and vore digestion (does not affect bloodsucker).&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Discount Biofuel processor (Synthetics only)&lt;br /&gt;
|You are able to gain energy through consuming and processing normal food. Unfortunately, it is half as effective as premium models. Affects both food and vore digestion. Makes charging in cyborg charges take 1.4 times as long.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Ethanol Burner (Synthetic Only)&lt;br /&gt;
|You are able to gain energy through consuming and processing alcohol. The more alcoholic it is, the more energy you gain. Doesn't allow you to get drunk by itself (for that, take Ethanol Simulator).&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Allergies===&lt;br /&gt;
&lt;br /&gt;
By taking these traits, you acknowledge there is a risk your character may suffer a fatal reaction if exposed to this substances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Gluten&lt;br /&gt;
|You're highly allergic to gluten proteins, which are found in most common grains.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Meat&lt;br /&gt;
|You're highly allergic to just about any form of meat. You're probably better off just sticking to vegetables.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Fish&lt;br /&gt;
|You're highly allergic to fish. It's probably best to avoid seafood in general.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Fruit&lt;br /&gt;
|You're highly allergic to fruit. Vegetables are fine, but you should probably read up on how to tell the difference. Remember, tomatoes are a fruit.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Vegetable&lt;br /&gt;
|You're highly allergic to vegetables. Fruit are fine, but you should probably read up on how to tell the difference.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Nuts&lt;br /&gt;
|You're highly allergic to hard-shell seeds, such as peanuts.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Soy&lt;br /&gt;
|You're highly allergic to soybeans, and some other kinds of bean.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Lactose&lt;br /&gt;
|You're highly allergic to lactose, and consequently, just about all forms of dairy.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Fungi&lt;br /&gt;
|You're highly allergic to fungi such as mushrooms.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy: Coffee&lt;br /&gt;
|You're highly allergic to coffee in specific.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergen Reaction: Reduced Intensity&lt;br /&gt;
|This trait halves the lethality of allergen reactions. If you don't have any allergens set, it does nothing. It does not apply to nonlethal reactions or special reactions (such as unathi drowsiness from sugars).&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergen Reaction: Increased Intensity&lt;br /&gt;
|This trait drastically increases the lethality of allergen reactions, enough that even a small dose can be lethal. If you don't have any allergens set, it does nothing. It does not apply to nonlethal reactions or special reactions (such as unathi drowsiness from sugars).&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Disable Toxicity&lt;br /&gt;
|Take this trait to disable the toxic damage effect of being exposed to one of your allergens. Combine with the Disable Suffocation trait to have purely nonlethal reactions.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Disable Suffocation&lt;br /&gt;
|Take this trait to disable the oxygen deprivation damage effect of being exposed to one of your allergens. Combine with the Disable Toxicity trait to have purely nonlethal reactions.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Spontaneous Trauma&lt;br /&gt;
|When exposed to one of your allergens, your skin develops unnatural bruises and other 'stigmata'-like injuries. Be aware that untreated wounds may become infected.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Blistering&lt;br /&gt;
|When exposed to one of your allergens, your skin develops unnatural blisters and burns, as if exposed to fire. Be aware that untreated burns are very susceptible to infection!&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Disable Pain&lt;br /&gt;
|Take this trait to disable experiencing pain after being exposed to one of your allergens.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Knockdown&lt;br /&gt;
|When exposed to one of your allergens, you will experience sudden and abrupt loss of muscle control and tension, resulting in immediate collapse and immobility. Does nothing if you have no allergens.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Disable Blurring&lt;br /&gt;
|Take this trait to disable the blurred/impeded vision effect of allergens.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Fatigue&lt;br /&gt;
|When exposed to one of your allergens, you will experience fatigue and tiredness, and may potentially pass out entirely. Does nothing if you have no allergens.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Allergy Reaction: Disable Confusion&lt;br /&gt;
|Take this trait to disable the confusion/disorientation effect of allergens.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tolerances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Spice Intolerance, Extreme&lt;br /&gt;
|Spicy (and chilly) peppers are three times as strong. (This does not affect pepperspray.)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Spice Intolerance, Heavy&lt;br /&gt;
|Spicy (and chilly) peppers are twice as strong. (This does not affect pepperspray.)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Spice Intolerance, Slight&lt;br /&gt;
|You have a slight struggle with spicy foods. Spicy (and chilly) peppers are one and a half times stronger. (This does not affect pepperspray.)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Spice Tolerance&lt;br /&gt;
|Spicy (and chilly) peppers are only three-quarters as strong. (This does not affect pepperspray.)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Spice Tolerance, Strong&lt;br /&gt;
|Spicy (and chilly) peppers are only half as strong. (This does not affect pepperspray.)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Spice Tolerance, Extreme&lt;br /&gt;
|Spicy (and chilly) peppers are basically ineffective! (This does not affect pepperspray.)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Liver of Air&lt;br /&gt;
|The only way you can hold a drink is if it's in your own two hands, and even then you'd best not inhale too deeply near it. Drinks are three times as strong.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Liver of Lilies&lt;br /&gt;
|You have a hard time with alcohol. Maybe you just never took to it, or maybe it doesn't agree with you... either way, drinks are twice as strong.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Liver of Tulips&lt;br /&gt;
|You have a slight struggle with alcohol. Drinks are one and a half times stronger.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Liver of Iron&lt;br /&gt;
|You can hold drinks much better than those lily-livered land-lubbers! Arr! Drinks are only three-quarters as strong.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Liver of Steel&lt;br /&gt;
|Drinks tremble before your might! You can hold your alcohol twice as well as those blue-bellied barnacle boilers! Drinks are only half as strong.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Liver of Durasteel&lt;br /&gt;
|You've drunk so much that most booze doesn't even faze you. It takes something like a Pan-Galactic or a pint of Deathbell for you to even get slightly buzzed.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Pain simulation (Synthetic Only)&lt;br /&gt;
|You have added modules in your synthetic shell that simulates the sensation of pain. You are able to turn this on and off for repairs as needed or convenience at will.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Ethanol Simulator (Synthetic Only)&lt;br /&gt;
|An unusual modification allows your synthetic body to simulate all but the lethal effects of ingested alcohols. You'll get dizzy, slur your speech, suffer temporary loss of vision and even pass out! But hey, at least you don't have a liver to destroy.&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visuals===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Glowing Eyes&lt;br /&gt;
|Your eyes show up above darkness. SPOOKY! And kinda edgey too. Can be toggled on and off.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Glowing Body&lt;br /&gt;
|Your body glows about as much as a PDA light! Settable color and toggle in Abilities tab ingame.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Tall&lt;br /&gt;
|Your body is taller than average. (about 9%)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Slightly Tall&lt;br /&gt;
|Your body is a bit taller than average. (about 5%)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Slightly Short&lt;br /&gt;
|Your body is a bit shorter than average. (about 5%)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|Your body is shorter than average. (about 9%)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Very Bulky&lt;br /&gt;
|Your body is much wider than average. (about 9%)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Bulky&lt;br /&gt;
|Your body is wider than average. (about 5%)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Thin&lt;br /&gt;
|Your body is thinner than average. (about 5%)&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Very Thin&lt;br /&gt;
|Your body is much thinner than average. (about 9%)&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Custom Only&lt;br /&gt;
|-&lt;br /&gt;
|Temp. Adapted, Cold&lt;br /&gt;
|You are able to withstand much colder temperatures than other species, and can even be comfortable in extremely cold environments. You are also more vulnerable to hot environments, and have a lower body temperature as a consequence of these adaptations.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Temp. Adapted, Heat&lt;br /&gt;
|You are able to withstand much hotter temperatures than other species, and can even be comfortable in extremely hot environments. You are also more vulnerable to cold environments, and have a higher body temperature as a consequence of these adaptations.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Autohiss (Unathi)&lt;br /&gt;
|You roll your S's and x's&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Autohiss (Tajaran)&lt;br /&gt;
|You roll your R's.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Autohiss (Zaddat)&lt;br /&gt;
|You roll your S's and F's&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Colorblindness (Monochromancy)&lt;br /&gt;
|You simply can't see colors at all, period. You are 100% colorblind.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Colorblindness (Para Vulp)&lt;br /&gt;
|You have a severe issue with green colors and have difficulty recognizing them from red colors.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Colorblindness (Para Taj)&lt;br /&gt;
|You have a minor issue with blue colors and have difficulty recognizing them from red colors.&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Frame&lt;br /&gt;
|You are considered bigger than your scale for micro interactions.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Light Frame&lt;br /&gt;
|You are considered smaller than your scale for micro interactions.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Food Stuffer&lt;br /&gt;
|You gain the &amp;quot;Toggle feeding mode&amp;quot; ability in the abilities tab, which allows you to toggle feeding food items whole to other characters in a single click (with a windup time).&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Xenochimera Traits===&lt;br /&gt;
&lt;br /&gt;
These traits can only be taken by xenochimera, and are prefixed with &amp;quot;Xenochimera:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These exist to give xenochimera the ability to customize their brand of xenochimera as if a custom species (with curated options), while retaining unique xenochimera mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autohiss (Tajaran)&lt;br /&gt;
|You roll your R's.&lt;br /&gt;
|-&lt;br /&gt;
|Autohiss (Unathi)&lt;br /&gt;
|You roll your S's and x's&lt;br /&gt;
|-&lt;br /&gt;
|Hard Feet&lt;br /&gt;
|Your body has adapted to make your feet immune to glass shards, whether by developing hooves, chitin, or just horrible callous.&lt;br /&gt;
|-&lt;br /&gt;
|Neural Hypersensitivity&lt;br /&gt;
|Despite your evolutionary efforts, you are unusually sensitive to pain. Given your species' typical reactions to pain, this can only end well for you!&lt;br /&gt;
|-&lt;br /&gt;
|Sharp Melee &amp;amp; Numbing Fangs&lt;br /&gt;
|Your hunting instincts manifest in earnest! You have grown numbing fangs alongside your naturally grown hunting weapons.&lt;br /&gt;
|-&lt;br /&gt;
|Snow Walker&lt;br /&gt;
|You've adapted to traversing snowy terrain. Snow does not slow you down!&lt;br /&gt;
|-&lt;br /&gt;
|Acquatic&lt;br /&gt;
|You can Breathe under water. You move with no slowdown in shallow water, and half the slowdown in deep water. Gives you the ability to dive under water, allowing them to move quickly under water. Being under water makes you 1.5x weaker to shocks, 25% weaker with melee, gives large reduction to weapon accuracy, and gives you an evasion bonus for dodging shows. When under water, you are able to devour other creatures in the water or on beach shorelines. Stepping out of the water or resurfacing ends these effects immediately.&lt;br /&gt;
|-&lt;br /&gt;
|Weaver&lt;br /&gt;
|You've evolved your body to produce silk that you can fashion into articles of clothing and other objects.&lt;br /&gt;
|-&lt;br /&gt;
|Cocoon Spinner&lt;br /&gt;
|Allows you to build a cocoon around yourself, using it to transform your body if you desire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game Resources‏‎]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Combat&amp;diff=684</id>
		<title>Guide to Combat</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Combat&amp;diff=684"/>
		<updated>2023-12-15T18:30:01Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Guide to Combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as Robust/Robusting, jargon for engaging in the combat system. It's an ironic description. The combat system is pretty quirky and limiting.&lt;br /&gt;
&lt;br /&gt;
== Intents ==&lt;br /&gt;
You intent specifies what you want to do when you click on another player/mob. You can switch between these by click on the [[File:help.png]] on your HUD or by using CTRL+Q or CTRL+E.&lt;br /&gt;
&lt;br /&gt;
* [[File:help.png]] '''Help''' - The help intent is the default intent. You'll shake people or yourself awake if you have no items, or perform CPR on them if they're suffocating and both have no helmets or masks on. You'll still hit people with most items if you're holding one though. You also pass through other people when moving through them. Your gun will not fire while on help intent, but will aim when clicked on someone. Moreover, any attack on you will have a 100% hit chance. Being buckled to something or lying down on the floor will also nullify the chance of a hit missing.&lt;br /&gt;
* [[File:disarm.png]] '''Disarm''' - A defensive intent. You'll attempt to disarm someone of their weapon or push them over for a very short while. This has a chance of failing, so repeated clicking may be necessary. People cannot run past you with this intent.&lt;br /&gt;
* [[File:grab.png]] '''Grab''' - You'll grab someone passively at first. Moving will be slowed if you try to drag them around, so for transport, pulling is much faster (unless the person you're dragging is wounded: '''''do not''''' pull people with serious injuries! use grabs or a stretcher). Clicking on them again will grab them aggressively (which has a chance of failing) and allow you to put them on a table to make them lie down or handcuff them. Click again will grab them by the neck. You can then click on the [[File:strangle.png]] strangle icon on your HUD once to temporarily choke them to disarm them, or double click it to start strangling them. You can also hit someone with your free hand while having him/her in a choke hold, and your victim can do the same. People cannot run past you with this intent.&lt;br /&gt;
* [[File:harm.png]] '''Harm''' - This intent does '''NOT''' make you do more damage with melee weapons, but decreases your chance of missing the targeted area. If you have a [[stun baton]] however, you'll beat your target instead of stunning them, which knocks them down, but only stuns for a very short amount of time. This is generally a bad thing. With harm intent on, firing a gun at someone with the [[File:normalgun.png]] manual fire gun system will fire a special point blank shot which does extra damage. With an empty hand you'll punch people for around 5 brute damage, and have a small chance to land a strong hit , which will have various effects depending on the targeted location. People cannot run past you with this intent.&lt;br /&gt;
&lt;br /&gt;
The target area in this type of combat matters, especially in harm intent, for a strong hit will cause differing effects depending on where the punch/blow lands.&lt;br /&gt;
*A strong hit on the head will cause blurriness and dizziness.&lt;br /&gt;
*A strong hit on the arm will cause the target dropping what he/she is holding.&lt;br /&gt;
*A strong hit on the groin will cause HALLOS damage. (Similar to Stun Baton/Taser)&lt;br /&gt;
*A strong hit on the chest will send the victim flying to the floor.&lt;br /&gt;
&lt;br /&gt;
== Gun System ==&lt;br /&gt;
There are two ways to use guns, the auto fire or manual system. You can switch between these with the F6 key, or the [[File:normalgun.png]] gun icon on your HUD.&lt;br /&gt;
&lt;br /&gt;
* [[File:normalgun.png]] '''Manual Fire''' - This is the default mode for firing guns. Simply click on the tile you want to fire and you'll fire in the direction. Click on someone adjacent to you will cause you to hit them with your gun, unless you're on [[File:harm.png]] harm intent, in which case you'll fire a point blank shot at them for extra damage, as long as you have ammo. Taser guns have a special extra long stun when adjacent, regardless of intent. To fire at someone on the ground, click specifically on them, or the shot will go over them.&lt;br /&gt;
* [[File:autogun.png]] '''Auto Fire''' - This gun system is useful for taking people hostage. When you turn this on and aim at someone a reticle will appear on them and they'll get a message stating to stop doing anything. After 2 seconds, if they interact with anything, you will automatically fire at them. You can allow them to walk, run, or use items using icons that will appear on your HUD. Clicking in their direction or on them again will fire at them. You can click another person to switch your focus to them. Click your gun again to stop aiming at your target. Using this mode also increases your accuracy.&lt;br /&gt;
&lt;br /&gt;
== Heavy vs Light ==&lt;br /&gt;
* Heavy items do much more damage, but are slower and have a chance to miss. Conversely, light weapons to less damage, but always hit and swing faster.&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
* Aim for the head. Knock outs when aiming for the head last longer.&lt;br /&gt;
* If they have a helmet, aim for the chest. If they have body armor too, aim for the legs.&lt;br /&gt;
* Click repeatedly.&lt;br /&gt;
* Any object is usually better than your fists. Fire extinguishers especially.&lt;br /&gt;
* Screwdrivers have a special blinding attack when aiming for the eyes.&lt;br /&gt;
* Harm intent is your best bet.&lt;br /&gt;
&lt;br /&gt;
== Defending ==&lt;br /&gt;
* Run away.&lt;br /&gt;
* If they're too close, disarm, then run away.&lt;br /&gt;
* If you can't run, aim for the head to get a knock out and then run away.&lt;br /&gt;
* If they give chase, throw objects at them. Some objects, such as metal rods or floor tiles do extra damage when thrown.&lt;br /&gt;
* Stun them, or otherwise attempt to disable them.&lt;br /&gt;
* Try to get a moment to ask for help on the radio, don't forget the roleplay.&lt;br /&gt;
* Closing doors takes time, analyze if you have enough time to close a door behind you or if you should be using it to run away.&lt;br /&gt;
* Don't move in a straight line when fighting against armed opponents&lt;br /&gt;
* Don't try to move through your opponent, if you being attacked, they probably have either harm or grab intent selected, making you unable to swap places with them&lt;br /&gt;
&lt;br /&gt;
== Grab Intent Moves ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Trigger&lt;br /&gt;
!Required&lt;br /&gt;
!Target&lt;br /&gt;
|-&lt;br /&gt;
| Jointlocking&lt;br /&gt;
| Causes 40 Halloss&lt;br /&gt;
| Click on victim with grab intent&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Limb&lt;br /&gt;
|-&lt;br /&gt;
| Jointbreaking&lt;br /&gt;
| Dislocates the limb&lt;br /&gt;
| Click on victim with harm intent&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Limb&lt;br /&gt;
|-&lt;br /&gt;
| Eyesquishing&lt;br /&gt;
| Causes 3 to 4 eye damage&lt;br /&gt;
| Click on victim with harm intent&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Eyes&lt;br /&gt;
|-&lt;br /&gt;
| Knifing&lt;br /&gt;
| Causes 60 brute (divided into 3*20) and 60 oxyloss&lt;br /&gt;
| Attack the victim with an edged item&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Head&lt;br /&gt;
|-&lt;br /&gt;
| Headshot&lt;br /&gt;
| Causes approximately double normal damage, if not more&lt;br /&gt;
| Attack the victim with a loaded firearm&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Head&lt;br /&gt;
|-&lt;br /&gt;
| Headbutting&lt;br /&gt;
| Causes 20 damage to victim and 10 damage to assailant&lt;br /&gt;
| Click on Victim with harm intent&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| Head&lt;br /&gt;
|-&lt;br /&gt;
| Pinning&lt;br /&gt;
| Pins victims to the ground&lt;br /&gt;
| Click on victim with disarm intent&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Blinding&lt;br /&gt;
| Victim can't see&lt;br /&gt;
| Target eyes&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| Eyes&lt;br /&gt;
|-&lt;br /&gt;
| Muzzling&lt;br /&gt;
| Victim can't speak&lt;br /&gt;
| Target mouth&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| Mouth&lt;br /&gt;
|-&lt;br /&gt;
| Dancing&lt;br /&gt;
| Constantly facing each other&lt;br /&gt;
| Two people grabbing each other&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Buckling&lt;br /&gt;
| Buckles the grabbed person to an object&lt;br /&gt;
| Click on object&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Diagnosis&lt;br /&gt;
| Gather damage information about a body part&lt;br /&gt;
| Click on target with help intent&lt;br /&gt;
| Passive Grab&lt;br /&gt;
| Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Some of these may not work because of the Vore code, you will end up trying to feed yourself to your objective'''&lt;br /&gt;
&lt;br /&gt;
== Combat Tips == &lt;br /&gt;
* If you have a legitimate reason to, use Hyperzine beforehand. It increases your movement speed considerably.&lt;br /&gt;
* In a similar vein, consider pre-dosing with mild painkillers such as tramadol, as they'll delay the onset of slowdown/crit from pain. ''Do not'' use oxycodone or other strong painkillers as they have side-effects such as slowdown.&lt;br /&gt;
* Setting someone on fire is a powerful way to either kill them or disable them&lt;br /&gt;
* Instead of going into a click-fest try to roleplay a situation first&lt;br /&gt;
* ''Expect to be the one to die.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=General_Help&amp;diff=683</id>
		<title>General Help</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=General_Help&amp;diff=683"/>
		<updated>2023-12-15T18:28:35Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports General help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{vorePage}}&lt;br /&gt;
{{GetStartedHeader}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the help page. Here's a bunch of information for you! See [[The Basics]] if you're new.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
A basic, starter tutorial can be found on the [[The Basics|this page]]. Additional guides can be found [[Guides|here]].&lt;br /&gt;
&lt;br /&gt;
Tips on roleplay can be found in [[A Crash Course In Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* To move, use the '''arrow keys'''. With hotkey mode enabled, '''WSAD''' is used for movement instead.&lt;br /&gt;
* Either hit '''Tab''' or click 'Hotkey Toggle' to the right of the command line to toggle hotkey mode on or off.&lt;br /&gt;
* Most hotkeys can still be accessed when hotkey mode is off by holding '''CTRL''' and hitting the hotkey.&lt;br /&gt;
* To speak in game, type '''say &amp;quot;text&amp;quot;''' OR Click on the chat button on the bottom right. Once you do this, you will automatically have '''say &amp;quot;''' as your starting text on your command text line.&lt;br /&gt;
* To speak on standard radio channels type '''say &amp;quot;;text&amp;quot;'''. To speak on your department channel, use '''say &amp;quot;:h text&amp;quot;'''.&lt;br /&gt;
* To speak in OOC chat type '''ooc &amp;quot;text&amp;quot;'''. You can ask questions about game mechanics in out of character (ooc) command or use the adminhelp command. '''Please''' do not state any information about anything IC related in OOC!&lt;br /&gt;
* You can also locally speak in OOC to those within Say range using LOOC. Type '''looc &amp;quot;text&amp;quot;'''&lt;br /&gt;
* Instead of asking over OOC, it's sometimes better to ask a question IC, such as &amp;quot;If someone should be doing something&amp;quot; in game. As in saying in your radio &amp;quot;;Should the security officer have a revolver?&amp;quot;&lt;br /&gt;
* '''Left clicking''' an object makes you interact with your active hand, or whatever object is being held. Usually this will let you pick up items. You can drop items by using the drop option in the tool bar, or throw option (followed by a click on screen for the direction and distance). &lt;br /&gt;
* '''Right clicking''' will bring up options for the tile you selected, such as an item list and options on how to interact with an object.&lt;br /&gt;
* You have a number of equipment slots you can change about with different items, and two hand slots.&lt;br /&gt;
* Of all the option slots, the ones you should pay attention to are the &amp;quot;Run/Walk&amp;quot; tool bar option (which allows you to slow your character down so they don't slip on wet floors or walk more carefully), and the &amp;quot;Intent&amp;quot; buttons (which changes how your hand and weapons interact with people).&lt;br /&gt;
&lt;br /&gt;
Most objects can be interacted with in the game world by clicking on them, click-dragging them, or right-clicking them.&lt;br /&gt;
&lt;br /&gt;
=== More Controls ===&lt;br /&gt;
To change the direction you are facing ensure the command line isn't active then use CTRL+(Arrow Key). To pixel shift your sprite within a tile use CTRL+Shift+(Arrow Key)&lt;br /&gt;
&lt;br /&gt;
To take items off a person, empty their pockets, or toggle their internals, click and drag the persons sprite onto your sprite with the left mouse button.&lt;br /&gt;
&lt;br /&gt;
When you have done that, a popup window should come up and by simply pressing the names of the items you want to take off they will be removed from the person you are striping and appear on the floor underneath them.&lt;br /&gt;
&lt;br /&gt;
If using only the mouse you can perform the following actions:&lt;br /&gt;
* Pick things up (one left mouse click on the object when having a free hand selected).&lt;br /&gt;
* Switch hands (one left mouse click on the &amp;quot;Swap&amp;quot; button above the hands, or clicking the empty hand slot).&lt;br /&gt;
* Drop what you are holding in the selected hand (one left mouse click on the &amp;quot;Drop&amp;quot; button above the body targeting area)&lt;br /&gt;
* Attack (one left mouse click to attack once with the object you are holding in the selected hand).&lt;br /&gt;
* Pull (right click on the item, in the drop down box select the item and click &amp;quot;pull&amp;quot;, to let go of what you are pulling, click the button in the very bottom right corner, the person standing next to a box).&lt;br /&gt;
* Activate objects, such as turning on a flashlight (one left mouse click on the object with the object in your active hand).&lt;br /&gt;
* Examine what is on the tile your mouse is on (right click on the item, in the drop down box select the item and click &amp;quot;examine&amp;quot;).&lt;br /&gt;
* Grab (one left mouse click on the person while having &amp;quot;intent&amp;quot; set on &amp;quot;grab&amp;quot;).&lt;br /&gt;
* Use objects on people (one left mouse click on the person while having the object in the selected hand, same as &amp;quot;attack&amp;quot;).&lt;br /&gt;
* Help/Perform CPR (one left mouse click on the person while having intent set on &amp;quot;help&amp;quot;).&lt;br /&gt;
See the [[Commands]] page, for more commands.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard Shortcuts ===&lt;br /&gt;
You can use the '''hotkeys-help''' verb to get a list of most hotkeys, however some will be listed here for your convenience.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style='background-color:Chocolate;'|Shortcut&lt;br /&gt;
! style='background-color:Chocolate;'|Action&lt;br /&gt;
|-&lt;br /&gt;
! F1&lt;br /&gt;
! AdminHelp&lt;br /&gt;
|-&lt;br /&gt;
! F2&lt;br /&gt;
! OOC Text (OOC &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! F3&lt;br /&gt;
! IC Text (Say &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! F4&lt;br /&gt;
! Emote (Me &amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! F6&lt;br /&gt;
! Switch Gun Modes&lt;br /&gt;
|-&lt;br /&gt;
! Q, Home&lt;br /&gt;
! Drop Held Object&lt;br /&gt;
|-&lt;br /&gt;
! R, End&lt;br /&gt;
! Toggle Throw Object On/Off&lt;br /&gt;
|-&lt;br /&gt;
! Z, Page Down&lt;br /&gt;
! Activate Held Object&lt;br /&gt;
|-&lt;br /&gt;
! Shift + Click&lt;br /&gt;
! Examine Object&lt;br /&gt;
|-&lt;br /&gt;
! Ctrl + Click&lt;br /&gt;
! Pull Object&lt;br /&gt;
|-&lt;br /&gt;
! Delete&lt;br /&gt;
! Stop Pulling Object&lt;br /&gt;
|-&lt;br /&gt;
! F, G, Insert&lt;br /&gt;
! Cycle Intents&lt;br /&gt;
|-&lt;br /&gt;
! X, Middle Mouse Click, Page Up&lt;br /&gt;
! Switch Hands&lt;br /&gt;
|-&lt;br /&gt;
! Ctrl+Up, Ctrl+Down&lt;br /&gt;
! Scroll previously entered text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
'''Some general tips that will get you through game play:'''&lt;br /&gt;
&lt;br /&gt;
* '''READ THE [[Rules|RULES]].'''&lt;br /&gt;
* If you need help, you can use the Mentorhelp option under the admin tab to ask for judgement free help from people have signed up to answer your questions.&lt;br /&gt;
* To set internals, put an air or gas mask on your mask equipment slot, then take an air tank in hand and click it to open an options menu. You should leave the pressure output to default for air mix tanks, and you can change pure oxygen tanks as low as 17 pressure. Large tanks can hooked to your back, emergency tanks can hooked to your belt and in your pocket (both ways, once the tank is open, allow your hands to be free). You need internals if the environmental air is gone or poisoned.&lt;br /&gt;
* Start out as a [[Visitor]] the first time you play. They are not really expected to do anything so you can explore all you want.&lt;br /&gt;
* When you want to start learning a job for the first time, it is worth signing up as an [[Intern]]. You will not have access to the departments as an intern, but staff in the department can give you passes to get in. People are, on the whole, excited at the opportunity to tutor new players, and it can be a good opportunity to make friends. You can change your title of intern to something more specific in the occupation screen of character set-up.&lt;br /&gt;
* If someone kills you in game, do not complain about it over the Out of Character channel - This is the most egregious case of IC in OOC! If this occurs, you can adminhelp using F1 and explain the full situation.&lt;br /&gt;
* Please try not to let people know exactly what you are doing in game in OOC; &amp;quot;I can't stop bleeding, what do I do?&amp;quot;. You can reword that and say, &amp;quot;How does bleeding work here?&amp;quot;&lt;br /&gt;
* Do not complain to an admin if you got caught during a crime. Read [[Corporate Regulations]] to know what not to do in character.&lt;br /&gt;
* Leave criminal catching to [[Security]]. If there is no security, or your life is in danger, try to just disarm or run away first! Killing is only an option if the person is persistently trying to kill you and you have no other way to stop them.&lt;br /&gt;
* Try to listen to [[Security]]. They're trying to keep the station safe. Most of the time.&lt;br /&gt;
* Breaches and space are deadly without a [[space suit]] on, and a set of internals running - Moreso than on other servers. Lifting environmental locks can be '''extremely hazardous''' and a player should strive not to breach an area.&lt;br /&gt;
* Traitors, generally, are not a thing on vorestation. It is unlikely that you'll ever run into a traditional SS13 antagonist here.&lt;br /&gt;
&lt;br /&gt;
==Other Tips==&lt;br /&gt;
Helpful hints and tips that don't really fit anywhere else. These are those small details which most people get through playing, but are here for players new and old to learn.&lt;br /&gt;
&lt;br /&gt;
Checking out the [[Backstory]], [[Terminology]] and [[Guides]] is also recommended.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* By dragging the sprite of a container, for example a box or a character sprite onto your own characters sprite when next to them you will open a window with it's contents. This allows you take items without picking up the container, or to access a characters inventory (you also set [[Internals]] there). Containers that dispose it's contents by simply clicking, like the donut box or the paper bin can be picked up with that method.&lt;br /&gt;
* You can give an item to someone quickly by right-clicking them and selecting the give option while adjacent to them. This won't work if their hands are full.&lt;br /&gt;
* '''say &amp;quot;:b&amp;quot;''' is Cyborg talk; only the AI and other Cyborgs can hear this.&lt;br /&gt;
* Almost every department has their own radio channel. Each can only be heard by the appropriate headset, or by someone standing adjacent to them. Examine your headset to find out what it is.&lt;br /&gt;
* You can use the .ping command to measure the round trip ping-pong between you and the server.&lt;br /&gt;
* If you want to use a command many times quickly for some reason (such as .ping), or your headset did not broadcast your message over its special channel, you can recall the text you have previously entered by holding control and pressing the up-arrow key.&lt;br /&gt;
* When pulling an object, such as a locker, fuel tank or something else you can walk over, click a floor tile with an empty hand to push the object to the desired tile.&lt;br /&gt;
* Press the drop button to drop someone while grabbing them.&lt;br /&gt;
* Press the pull button (icon that has a man and a box) to stop dragging an object.&lt;br /&gt;
* Drag a characters sprite onto yourself to open a window where you can forcibly take off or put items on their person after a delay. Both of you must be adjacent to each other during this time for it to be successful.&lt;br /&gt;
* Click yourself with food or drink in hand to eat/drink.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* Remember when using [[Internals]] that only ''pure'' oxygen should be set at around 17kPA. A tank of mixed air's distribution pressure should be set around 81kPa.&lt;br /&gt;
* Clicking something on a table will set something down on it.&lt;br /&gt;
* To use the Hand Labeler click it while it is in your hand, then write your text. This will produce a label, pick it up and click it to remove the backing, then you can stick it on whatever you choose- ''Before setting it down,'' doubleclick it to turn it off and avoid labeling the desk.&lt;br /&gt;
* You can name a sheet of paper by right clicking it and choosing rename.&lt;br /&gt;
* Labcoats and the detective's coat have pockets. You can store two small objects inside them (click with a free hand to open, click and drag to hand icon to take off). You can take off backpacks and belts in the same way.&lt;br /&gt;
* You can buckle yourself or other people onto chairs/beds by dragging the character sprite onto the chair/bed that they are currently standing on. You unbuckle by clicking on it. You can unbuckle yourself as long as your aren't handcuffed.&lt;br /&gt;
* To use a bed sheet, first pick the item up. Next, while it is in your hand, stand over the bed and click the &amp;quot;activate held item&amp;quot; button in your objects tab. This will make the bed sheet appear above you or the person you wished to cover.&lt;br /&gt;
* When talking to/about someone, right click and examine the person (or shift+left click) to check their gender.&lt;br /&gt;
* When being attacked, the number one thing you want to do is run and call for help. If this is not possible, clicking your attacker with the &amp;quot;Disarm&amp;quot; intent is your friend and will be the most helpful for you. Remember, if you think that you are being griefed, ahelp it immediately!&lt;br /&gt;
* If someone is forcing something onto you (force feeding, taking off clothes, etc.) your best bet is to run away. If not possible, clicking resist can help.&lt;br /&gt;
* You can remove handcuffs or straight jackets by clicking resist. This requires a couple of minutes and standing still. This also applies to being handcuffed and buckled to something.&lt;br /&gt;
* Clicking on someone with the help intent will shake them. Use this on others and yourself to stand up faster from falling.&lt;br /&gt;
* '''Remember suicide is against the rules: Log out via cryo if you have to leave!'''&lt;br /&gt;
* If you log out you will fall asleep. You will most likely be buckled to a chair (or put into cryo after 30 minutes), so don't be surprised when you wake up. Unless you specify it in your flavortext or otherwise give permission, it's against the rules to eat you so ahelp if this happens.&lt;br /&gt;
* While asleep, you can dream. It appears as blue text with random words.&lt;br /&gt;
* Reinforced metal (plasteel) can be made by [[Miner]]s by smelting plasma ore and iron ore in the smelter on the mining base.&lt;br /&gt;
* You can weld and un-weld a locker/closet by using a welding tool.&lt;br /&gt;
* Swipe your ID on a personal locker to claim it as your own. Only you, the HoP, or the Captain can open them once claimed.&lt;br /&gt;
* Do not use a lit welding tool on a welding fuel tank. The results are explosive.&lt;br /&gt;
* Wardrobes function like Plants Bags/Mining Satchels. Click it in your hand to drop all items to the floor. Click the items with the Wardrobe in hand to pick them all back up.&lt;br /&gt;
* Laptops can be opened with alt-left click.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
* You can attach handcuffs to shoes to create shackles. You can have prisoners wear these to prevent them from running.&lt;br /&gt;
* Keep a [[stun baton]] as your #1 choice of weapon against unarmed law offenders, use the taser only when you have to stun someone from distance to ensure he/she wont attack you as it has a much lower ammo reserve.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* If your headset stops working, it's likely the [[Telecommunications |Telecommunication Satellite]] is down. Station Bounced Radios and Intercoms will still work.&lt;br /&gt;
* Electrical storms can change your radio messages to gibberish.&lt;br /&gt;
* Use ; to speak in the common radio channel. Your command will look like: Say &amp;quot;; I'm speaking on the radio!&amp;quot;&lt;br /&gt;
* Use :h to speak in your main departments channel, if you have access to multiple department channels, you can use :m for medical, :e for engineering, :s for security, :v for service, :c for command and more. For example, your command will look like: Say &amp;quot;:m I'm talking to medical!&amp;quot; If you examine your radio it will list what channels you have access to. A more complete list of radio channels can be found [[The_Basics#Using_the_radio|here]].&lt;br /&gt;
* You can emote over your radio using ! after your radio channel key. Of course, keep to things that people can hear, such as laughing, as no one can actually see you! Your command to emote over common would look like this: Say &amp;quot;;! laughs heartily.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
* The guide to [[Surgery]] can help you fix a lot if issues if your character has the anatomy skill at trained/professional.&lt;br /&gt;
* Your health indicator works off of pain, and you might have more or less damage than you actually see- Check with a doctor if you hurt!&lt;br /&gt;
* Sleepers cannot heal toxin damage. Soporific will send the patient to sleep.&lt;br /&gt;
* All damage you take will add to your 'shock' damage. When your 'shock' damage gets high enough you will start to move slowly, only be able to whisper or stammer into your headset, be unable to see, and eventually collapse. Painkillers, such as tramadol are able to treat shock, but regular damage must still be treated normally.&lt;br /&gt;
* The Body Scanner in Medbay can be used to tell where injuries, broken bones, and implants are located.&lt;br /&gt;
* Spaceacillin will cure most moderate infections, but Corophizine can be used in the case of dire infections.&lt;br /&gt;
* You can safely re-use syringes without risk of infection. Although for good RP you may wish to dispose of used syringes.&lt;br /&gt;
* Bleeding can be stopped by the use of bandages or advanced trauma kits on the site of the injury.&lt;br /&gt;
* Tricordrazine slowly heals all damage types, ideal for minor injuries or in addition to stronger, more specific chems.&lt;br /&gt;
* Put splints on broken bones and fractures to make the pain more bearable and prevent the injury getting worse.&lt;br /&gt;
* '''Do not pull a bleeding, wounded person.''' This will cause them to become much more seriously injured! If you have a medical trolley available, load them onto it instead. But if you can not, grabbing a wounded person with the grab intent will allow you to drag them more slowly without making the injury worse.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen and Bar ===&lt;br /&gt;
* Chickens will lay eggs if fed wheat, and using a bucket on a cow can harvest milk.&lt;br /&gt;
&lt;br /&gt;
=== Macro/Micro interactions ===&lt;br /&gt;
* Generally, macro/micro interactions are enabled when one person is at least 50 scale larger/smaller than the other (180% and 130% scale will work, 80% and 30% scale will work, 80% and 31% scale will ''not'' work)&lt;br /&gt;
* Left clicking a micro with an empty hand and the help intent will pick them up like an item. They can be placed in containers, your pockets or even on your head!&lt;br /&gt;
* If both parties have step mechanics enabled in their preferences, macros can step over micros when on the help intent, step on them on the harm intent, or even pick them up with their feet if the macro is not wearing shoes and has the grab intent! Be wary of your active intent if you have step mechanics enabled, to avoid accidentally squishing those hard to see micros.&lt;br /&gt;
* Whilst micros may have their step mechanic preferences turned on for certain reasons, make sure that they're okay with being stepped on OOC before you do it! Some people may find it very annoying. OOC consent is always important, so check preferences first.&lt;br /&gt;
* You can remove and add equipment to a micro that is in your hand in the usual way. Click drag from them onto your sprite, and the menu will open as usual.&lt;br /&gt;
&lt;br /&gt;
=== Code ===&lt;br /&gt;
* Break the game and win a Certificate of Awesome!&lt;br /&gt;
* Report bugs to the admins.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=682</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=682"/>
		<updated>2023-12-15T18:23:35Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Game Mechanics */  adds two more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
You're new to Yawn Wider's Cryogaia Outpost and want to learn? Here's what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server Rules]]. You may not understand all of them until you understand the game, but you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
* If you're new to Space Station 13 in general, read the [[The Basics|Tutorial]] and [[General Help]] guides so you can learn how to join and play.&lt;br /&gt;
&lt;br /&gt;
* If you're new to roleplay in general, read the [[Guide to Character Creation|Crash Course In Roleplaying]] and [[Character Creation]] pages.&lt;br /&gt;
&lt;br /&gt;
* When you play as a job you haven't played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.&lt;br /&gt;
&lt;br /&gt;
* When you join the round as a Head of Staff, read the [[Chain of Command]] and the [[Guide to Command]].&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to New Players]] [[Guide to New Players|Starter Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=General Help]] [[General Help]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Server Rules]] [[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to Roleplaying]] [[Guide To Roleplaying|A Crash Course In Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Tips and advice]] [[Tips and advice]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Key differences]] [[Key differences]] between Yawn Wider and other SS13 servers&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction|Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Character.png|link=Guide to Character Creation]] [[Guide to Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Wtfamireading2.png|link=Scene roleplay]] [[Scene roleplay]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Help.png|link=Guide to Combat#Intents]] [[Guide to Combat#Intents|Guide to Intent]]&lt;br /&gt;
&lt;br /&gt;
*[[File:stomach.png|link=Guide to Vore]] [[Guide to Vore]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OxygenTank.png|link=Guide to Internals]] [[Guide to Internals|Internals]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Nif_full.png|link=Nanite implant framework]] [[Nanite implant framework]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Rigsuit.png|link=Guide to Voidsuits]] [[Guide to Voidsuits|Voidsuit Operation]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Corgi.png|link=Critters]] [[Critters]] (Game controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Alien.png|link=Creatures]] [[Creatures]] (Player controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Pen.png|link=Job Selection and Assignment]] [[Job Selection and Assignment]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Toolbox_yellow.png|link=Traits]] [[Traits]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Capture_Crystal.png|link=Special Items]] [[Special Items]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
See [[File:commandGuide.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]] for an overview of what is and isn't okay under normal circumstances on the station, but isn't strictly enforced by [[Corporate Regulation]] unless specified.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Command]]  [[Standard Operating Procedure#Command|Standard Operating Procedure for Command staff]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Engineering]]  [[Standard Operating Procedure#Engineering|Standard Operating Procedure for Engineering department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Engineering]] [[Guide to Engineering]]&lt;br /&gt;
&lt;br /&gt;
*[[File:O2_Canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide_to_Advanced_Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Supermatter.png|link=Guide to the Supermatter]] [[Guide to the Supermatter|How to Set up the Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:CableCoils.png|link=Guide to Solars]] [[Guide to Solars|How to Set up the Solars]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wirecutters.png|link=Guide to Hacking]] [[Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wallradio.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Metal.png|link=Construction Materials]] [[Construction Materials]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Security]] [[Standard Operating Procedure#Security|Standard Operating Procedure for Security department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Admiralty Law]] [[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=NanoTrasen Rules and Regulations]] [[NanoTrasen Rules and Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Security and You: An OOC Guide]] [[Security and You: An OOC Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Bad Security]] [[Bad Security]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Medical]]  [[Standard Operating Procedure#Medical|Standard Operating Procedure for the Medical department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Science]] [[Standard Operating Procedure#Science|Standard Operating Procedure for Science department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Telescience.gif]] [[Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
*[[File:slime.png|link=Guide to Xenobiology]] [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Service]] [[Standard Operating Procedure#Service|Standard Operating Procedure for Service department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Supply]] [[Standard Operating Procedure#Supply|Standard Operating Procedure for Supply department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#NanoTrasen_Visitor_Policy]] [[Standard Operating Procedure#NanoTrasen_Visitor_Policy|Standard Operating Procedure for Off-Duty and Visitors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to Food and Drinks]] [[Guide to Food and Drink]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
&lt;br /&gt;
== Admin Guides ==&lt;br /&gt;
* [[Admin Guide: Fluff Items]]&lt;br /&gt;
* [[Admin Guide: Events]]&lt;br /&gt;
* [[Admin Guide: Quality Control Bans]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Terminology&amp;diff=681</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Terminology&amp;diff=681"/>
		<updated>2023-12-15T18:21:17Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
A list of commonly-used terms and phrases that you might hear on the server or on our [http://baystation12.net/forums/index.php forums].&lt;br /&gt;
&lt;br /&gt;
===Admin=== &lt;br /&gt;
Short for [[Administrator]]. They have (usually) red-orange [[OOC]] text and enforce server rules and behaviour. They have powers designed to keep the game fun for everyone. Listening to them is a good idea.&lt;br /&gt;
&lt;br /&gt;
[[Moderators]] also have a similar job, but have slightly paler blue OOC text, and do not have the powers that admins do.&lt;br /&gt;
&lt;br /&gt;
===Adminhelp=== &lt;br /&gt;
A command which lets you send a message to the admins. Use this ('''AND NOT OOC''') if you think someone is griefing. It should be noted that even when no admins are online, any messages sent in adminhelp are logged and also sent to IRC.&lt;br /&gt;
&lt;br /&gt;
===AI=== &lt;br /&gt;
The Artificial Intelligence, the station's computer which can access machinery on the station. A [[AI|job]] that can be played.&lt;br /&gt;
&lt;br /&gt;
===Analyzer=== &lt;br /&gt;
Most often refers to [[Health analyzer]]s, but can also refer to [[Analyzer|Atmospheric Analyzers]], [[Botanist|Botany]]'s Plant analyzers, or [[Scientist|Research &amp;amp; Development]]'s Destructive analyzer.&lt;br /&gt;
&lt;br /&gt;
===Atmos=== &lt;br /&gt;
Either an [[Atmospheric Technician]] (which are also commonly known as Atmos Techs) or the Atmospherics area itself which deals with the air supply.&lt;br /&gt;
&lt;br /&gt;
===Beepsky/Officer Beepsky=== &lt;br /&gt;
A [[Roboticist#Securitron|securitron]] that starts in Security. Will chase, stun, and handcuff anyone set to be arrested in the security records.&lt;br /&gt;
&lt;br /&gt;
===Blob=== &lt;br /&gt;
Can refer to the [[Blob]] game mode, or the Blob that spawns in Blob mode and sometimes in random events. A big green jelly thing which spreads quickly, consumes oxygen to grow, causes enormous damage, hurts people, and has variable weaknesses and strengths.&lt;br /&gt;
&lt;br /&gt;
===Bolt/Bolted=== &lt;br /&gt;
A feature of [[Airlock]]s. When the bolts are dropped, the door cannot move from its current position, be it open or closed. They can be lifted by the AI or by [[hacking]] the airlock. &lt;br /&gt;
&lt;br /&gt;
===Bridge=== &lt;br /&gt;
The command center of the station. Found in the center of the station.&lt;br /&gt;
&lt;br /&gt;
===Brig=== &lt;br /&gt;
An area of the station with cells and a common holding area, where people are held by [[Security]].&lt;br /&gt;
&lt;br /&gt;
===BYOND=== &lt;br /&gt;
The platform SS13 was coded on. You need it to be able to play the game.&lt;br /&gt;
&lt;br /&gt;
===CentCom=== &lt;br /&gt;
Short for &amp;quot;Central Command&amp;quot;, the administration branch of NanoTrasen which runs the station. Will periodically send messages to the station which are usually of debatable usefulness. Also refers to the area the Emergency [[Escape Shuttle]] goes to when it leaves.&lt;br /&gt;
&lt;br /&gt;
===CO2=== &lt;br /&gt;
Carbon Dioxide, an invisible gas kept in black canisters. Will knock you out and suffocate you. A small trace amount of it makes up breathable air.&lt;br /&gt;
&lt;br /&gt;
===Crew=== &lt;br /&gt;
Everyone listed on the Crew Manifest. Hired by NanoTrasen to do their [[Jobs]].&lt;br /&gt;
&lt;br /&gt;
===Cryo=== &lt;br /&gt;
The big green glass things in Medbay. They are used to freeze dying people when treatment must be delayed, to deal with genetic damage, and to finish new clones.&lt;br /&gt;
&lt;br /&gt;
===Cult=== &lt;br /&gt;
Refers to the [[Cult]] game mode. Or a gimmick by the [[Chaplain]].&lt;br /&gt;
&lt;br /&gt;
===Deadchat=== &lt;br /&gt;
Also known as Ghost chat. A chat channel dead players speak on using the say command. Can only be seen by other dead players.&lt;br /&gt;
&lt;br /&gt;
===Disk=== &lt;br /&gt;
The [[Nuclear Authentication Disk]], used in [[nuke|Nuclear Mode]].&lt;br /&gt;
&lt;br /&gt;
===Emag=== &lt;br /&gt;
Another name for the [[Syndicate_Items#Cryptographic_Sequencer|Cryptographic Sequencer]] traitor item, which forces doors open or does other things like letting you [[Quartermaster|order]] more traitor items.&lt;br /&gt;
&lt;br /&gt;
===Electrify=== &lt;br /&gt;
Another feature of airlocks. If an electrified airlock is touched by someone without insulated gloves, they will receive an electric shock, burning their hands and arms and being stunned for a short time. The AI and Airlock hacking can activate or disable electrification. Some grilles are also electrified - cutting a cable without wearing insulated gloves will also electrify you.&lt;br /&gt;
&lt;br /&gt;
===Engine=== &lt;br /&gt;
The large area in the south of the ship which should contain the [[Supermatter]].&lt;br /&gt;
&lt;br /&gt;
===ERP===&lt;br /&gt;
Erotic Role-Play, also known as &amp;quot;cybering&amp;quot;, and the reason most of you are here. This is allowed on Vorestation.&lt;br /&gt;
&lt;br /&gt;
===EVA=== &lt;br /&gt;
A room just southwest of the Security wing where space suits, jetpacks, and supplies for repairing breaches are kept. Stands for Extra-Vehicular Activity.&lt;br /&gt;
&lt;br /&gt;
===Ghost=== &lt;br /&gt;
Refers to a command you can type when you have died to become a ghost, and to the actual ghosts themselves. Ghosts can speak on deadchat, move around the station freely, see everything, and can't interact with anything meaningfully. They are used to observe the game after you have died or if you log on as an observer. Cannot be seen directly by living players, except in special circumstances in [[Cult]] mode.&lt;br /&gt;
&lt;br /&gt;
===Gib=== &lt;br /&gt;
The bloody, torn-apart remnants of a formerly living being. Created by people, livestock, monkeys, and cyborgs exploding.&lt;br /&gt;
&lt;br /&gt;
===Gimmick=== &lt;br /&gt;
Can refer to a player gimmick or a gimmick round. Basically a round or player which plays with a certain &amp;quot;theme&amp;quot;. Can be amusing once or twice but doing this regularly runs it into the ground very quickly.&lt;br /&gt;
&lt;br /&gt;
===Griefing===&lt;br /&gt;
''(AKA Griefing/Griefer)''&lt;br /&gt;
&lt;br /&gt;
Griefing is the act of getting enjoyment out of ruining the game for others. Examples include killing without good reason, randomly starting fires, dismantling the hull, acting insane to the extent that it negatively affects others, etc. Note that it can be easy to confuse [[Syndicate]] operatives or the [[Traitor]] with griefers. Griefing is a bannable offense and more rigorously enforced on Vorestation than on most other SS13 servers.&lt;br /&gt;
&lt;br /&gt;
===[[Hacking]]=== &lt;br /&gt;
The act of breaking the security measures on equipment such as Airlocks or APCs by illicit means. &lt;br /&gt;
&lt;br /&gt;
===[[Head of Personnel|HoP]]=== &lt;br /&gt;
[[Head of Personnel]]. Should assign jobs, but usually ends up as a secondary Captain.&lt;br /&gt;
&lt;br /&gt;
===[[Research Director|RD]]=== &lt;br /&gt;
[[Research Director]].&lt;br /&gt;
&lt;br /&gt;
===[[Head of Security|HoS]]=== &lt;br /&gt;
[[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
===Hulk=== &lt;br /&gt;
The [[genetics|superpower]], or a person in possession of it. People with the Hulk gene turn green and become super strong, being able to punch through walls, windows, and other fixtures. Hurts like hell if one hits you. Genetics is no longer active, so Hulks are now rare and Admins are usually involved in their creation.&lt;br /&gt;
&lt;br /&gt;
===IC in OOC (Icky Ocky)=== &lt;br /&gt;
The act of describing anything happening in the game over the OOC channel. The rule of thumb is if a person not involved in the incident or not observing the game can still tell what's going on, it's IC in OOC. Excessive use usually results in a ban. (See the [[Rules]] page for details.)&lt;br /&gt;
&lt;br /&gt;
===In Character===&lt;br /&gt;
'''In Character''' knowledge/chat, often abbreviated to IC, is what you as the character know or say. It's the opposite of out of character. For example, a [[Chemist]] would know how to make thermite, but not how to start the [[Engine]]. IC knowledge often differs from [[Out of Character]] knowledge. See also: [[Roleplaying]].&lt;br /&gt;
&lt;br /&gt;
===Internals=== &lt;br /&gt;
Usually an oxygen tank of some sort and a gasmask. Basically any worn item that lets you breathe when the atmosphere is bad or absent.&lt;br /&gt;
&lt;br /&gt;
===Lag=== &lt;br /&gt;
Concept common to almost all online gaming. Not worth explaining in depth here - basically it's the server (server-side lag) or your own computer (client-side lag) being slow and causing noticeable gaps between you doing stuff and it actually happening in-game. Lag is often associated with a bomb or a breach, since handling the atmospheric simulation takes a lot of processing power.&lt;br /&gt;
&lt;br /&gt;
===Law/Laws=== &lt;br /&gt;
Rules which the [[AI]] and [[Cyborg]]s must follow. Are somewhat open to interpretation by the player, and differ in interpretation by the AI's personality, but the majority consensus and admin rulings are what really count. May be modified or changed at an [[AI Upload|AI Upload Terminal]] using various modules, wiped back to the basics using the Reset Module, or purged entirely with the Purge Module. Note that core modules cannot be removed by the standard reset module.&lt;br /&gt;
&lt;br /&gt;
===Lockdown=== &lt;br /&gt;
Refers to individual, local fire alarms locking down areas, places with shutters, or the bolting down of all doors to an area.&lt;br /&gt;
&lt;br /&gt;
===Mass Driver===&lt;br /&gt;
The computer or switch operated devices found in Toxins and the Chapel. Any objects on them when they are activated will be thrown forward at high speed, either into the bomb testing area (Toxins) or space (Chapel).&lt;br /&gt;
&lt;br /&gt;
===[[Metagaming]]===&lt;br /&gt;
Metagaming is the act of using out of character knowledge to further your own player in the game, and is the opposite of Roleplaying. An example of metagaming would be calling the emergency shuttle at the beginning of a round to try to find out what round type it is, or doing things your character should not know how to do, like a surgeon with no skill in construction or electronics hacking an airlock. This is a bannable offence.&lt;br /&gt;
&lt;br /&gt;
===Mod=== &lt;br /&gt;
Short for [[Moderators]] who help deal with various issues, but are ranked lower than admins.&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
A command which displays &amp;quot;Notes&amp;quot; kept in your characters memory, which you add with the &amp;quot;add note&amp;quot; command. Some notes are automatically added depending on the circumstances, such as revolutionaries having the list of rev members memorized, traitors having their radio frequency memorized, and Syndicate leaders having the nuclear bomb code memorized.&lt;br /&gt;
&lt;br /&gt;
===N2=== &lt;br /&gt;
Nitrogen, an invisible gas kept in red canisters. Inert, but makes up a certain percentage of breathable air. Not to be confused with chemical reagent nitrogen from chemistry.&lt;br /&gt;
&lt;br /&gt;
===N2O=== &lt;br /&gt;
Nitrous Oxide, also known as laughing gas or anesthetic. White gas kept in red canisters with a white stripe, that will knock you out and suffocate you at high enough concentrations.&lt;br /&gt;
&lt;br /&gt;
===NanoTrasen=== &lt;br /&gt;
'''NanoTrasen''' is one of the largest corporations in all of known space. On our station you work for [[NanoTrasen]] as an employee. Unless your character has a believable reason otherwise.&lt;br /&gt;
&lt;br /&gt;
===[[Nanite implant framework|NIF]]===&lt;br /&gt;
The Nanite Implant Framework (&amp;quot;NIF&amp;quot;) is a sophisticated implant designed to provide features over the span of several shifts. It's a piece of equipemnt you can buy IC to give your character special ability's through the use of software. &lt;br /&gt;
&lt;br /&gt;
===Nuke=== &lt;br /&gt;
Can refer to either the Nuclear game mode, or the Nuclear Fission Explosive used in said mode. '''NOTE: This mode is only play'd during events. This should never come up during normal rounds.'''&lt;br /&gt;
&lt;br /&gt;
===O2=== &lt;br /&gt;
Oxygen. Invisible gas usually kept in blue and white canisters. Vital for reasons that you should already know, but deadly for reasons you [http://en.wikipedia.org/wiki/Oxygen_toxicity may not].&lt;br /&gt;
&lt;br /&gt;
===On-Duty / Off-Duty===&lt;br /&gt;
The state of your character being &amp;quot;on the job&amp;quot; or &amp;quot;off the job&amp;quot;. Player's can go on and off through the [[Timeclock Terminal|Timeclock Terminal.]] Characters who are Off-Duty count as visitors. You gain up to 3 hours PTO for every 1 hour of on duty work.&lt;br /&gt;
&lt;br /&gt;
===OOC in IC (Ocky Icky)=== &lt;br /&gt;
The inverse of the much more common 'IC in OOC'. Whenever a game mechanic, metafeature, or player-to-player conversation is referenced in the say or emote channels. Or using ((brackets)) to talk to players locally OOC. Not recommended.&lt;br /&gt;
&lt;br /&gt;
===Out of Character===&lt;br /&gt;
'''Out of character''' knowledge/chat, often abbreviated to OOC, is what you as the user know or say. The opposite of in character. For example, you might play a chemist, but know how to start the engine. Discussing in character things in OOC chat or using OOC knowledge to get the jump on someone are examples of [[Metagaming]]. OOC knowledge often differs from In Character knowledge.&lt;br /&gt;
For the command see: [[Commands#OOC|OOC]].&lt;br /&gt;
&lt;br /&gt;
===PDA=== &lt;br /&gt;
Handheld devices that act as pagers and flashlights and have other useful functions depending on what cartridge is inserted.&lt;br /&gt;
&lt;br /&gt;
===Phoron=== &lt;br /&gt;
A.K.A. Biotoxin. Purple gas kept in orange canisters. Poisonous and flammable. Research into uses and properties of phoron is the station's prime reason for existence, according to the [[backstory]]. Used to be called Plasma.&lt;br /&gt;
&lt;br /&gt;
===Pray=== &lt;br /&gt;
Ask the gods for help when no one else can help you. What this really does is ping the admins with an in-character request for divine help. If the admins are in a good mood, they might help you, and it's all IC even if it doesn't make sense. Basically, it's allowed admin abuse.&lt;br /&gt;
&lt;br /&gt;
===[[Radio]]=== &lt;br /&gt;
Normally refers to the headset on your head which can be used with the command '&amp;lt;code&amp;gt;say &amp;quot;;Hello everyone!&amp;quot;&amp;lt;/code&amp;gt;', for example. Can also refer to station bounced radios and intercoms. Shows up as green text with a symbol and frequency appended to it. Additional department-specific radios also exsist. To use the equipped department radio's default department frequency use '&amp;lt;code&amp;gt;say &amp;quot;:h Hello Department!&amp;quot;&amp;lt;/code&amp;gt;'. (See [[Radio]] for details or how to use the radio when it has multiple department frequencies available)&lt;br /&gt;
&lt;br /&gt;
===RCD=== &lt;br /&gt;
[[Rapid Construction Device]]. A piece of equipment which can quickly make and break floors, walls, and airlocks. Can't break reinforced walls.&lt;br /&gt;
&lt;br /&gt;
===Records=== &lt;br /&gt;
Comes in three flavors, Security, Medical, and Employment, all accessible from terminals. Can be set during character setup, and both contain other useful information such as DNA, fingerprint information, and Security Records that can be used to have [[securitron|Beepsky]] arrest people on sight.&lt;br /&gt;
&lt;br /&gt;
===Report/Centcom Report/Traitor Report=== &lt;br /&gt;
A document printed out from communications consoles at the start of most [[Game Mode|game modes]]. Lists who might be the traitor and what might be their targets. Inaccurate to the point where it's usually false. Do not treat this report as proof of guilt.&lt;br /&gt;
&lt;br /&gt;
===Resurrection=== &lt;br /&gt;
See [[Terminology#Revive|Revive]].&lt;br /&gt;
&lt;br /&gt;
===Rev=== &lt;br /&gt;
Could refer either to the game mode [[Game_Modes#Revolution|Revolution]], or a member of the Revolution in said game mode.&lt;br /&gt;
&lt;br /&gt;
===Revive=== &lt;br /&gt;
Bringing someone back to life after they have died through either [[Genetics]], [[Robotics]], or admin powers.&lt;br /&gt;
&lt;br /&gt;
===[[Robusting|Robust/Robusting]]=== &lt;br /&gt;
The game's ROBUST COMBAT SYSTEM. To robust someone is to fight someone or to win in a fight. To be robust means you often win fights. Fighting without reason is considered griefing.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying===  &lt;br /&gt;
Roleplaying is the act of pretending to be your character, and is the opposite of [[Metagaming]]. This entails acting as if the events on the station are real.&lt;br /&gt;
&lt;br /&gt;
See also: [[A Crash Course In Roleplaying]].&lt;br /&gt;
&lt;br /&gt;
===Shuttle=== &lt;br /&gt;
Most of the time refers to the Emergency [[Escape Shuttle]] or Transfer Shuttle which shows up at the end of the round near the Escape Arm. Can also refer to the Arrival Shuttle (where you start if you join late), the [[syndicate]] or [[wizard]] shuttle (which you'll rarely see, if ever), the Supply Shuttle (which brings items to the [[Quartermaster|Cargo Bay]]), or the mining and research shuttles (which move people between the station and the asteroid).&lt;br /&gt;
&lt;br /&gt;
===Signal=== &lt;br /&gt;
A beep sent from a [[Remote Signaling Device]]. &amp;quot;Default Signal&amp;quot; is used to refer to the default setting of the devices, which is Frequency 147.9, Code 30.&lt;br /&gt;
&lt;br /&gt;
===Signs=== &lt;br /&gt;
Wet Floor Signs. [[Janitor|Janitors]] should put these down where they've mopped.&lt;br /&gt;
&lt;br /&gt;
===[[Nanite implant framework#Soulcatcher|Soulcatcher]]===&lt;br /&gt;
'''NB:''' This does not mean 'metaphysical magical energy', it's just the name. This NIF Software is designed to preserve minds in case of emergency,.&lt;br /&gt;
&lt;br /&gt;
===SS13=== &lt;br /&gt;
[https://spacestation13.com/ Space Station 13].&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
Mechanically, Syndicate operatives appear in Traitor and [[Game Modes#Nuke|Nuke]] rounds; however, in the lore, there is no such organization as &amp;quot;the Syndicate&amp;quot;. There are rival companies, criminal organizations, and mercenary groups, but if you refer to &amp;quot;the Syndicate&amp;quot;, most characters will usually reply, &amp;quot;What kind of a syndicate?&amp;quot; or, &amp;quot;Who's that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also referred to as 'Syndie' or 'Synd', though don't use that in-game.&lt;br /&gt;
&lt;br /&gt;
See also: [[Game Modes#Nuclear|Nuke (game mode)]]&lt;br /&gt;
&lt;br /&gt;
===Tabling===&lt;br /&gt;
The act of grabbing, and then placing someone onto a table to instantly knock them down on it. Useful to incapacitate them briefly, to put them on the table for surgery, or to help them across the table when they can't climb across on their own.&lt;br /&gt;
&lt;br /&gt;
===Tele=== &lt;br /&gt;
While usually referring to the hand teleporter, it could also be referring to the full-fledged teleporter in the [[Teleporter|teleporter room]].&lt;br /&gt;
&lt;br /&gt;
===Thermals=== &lt;br /&gt;
[[Optical Thermal Scanners]]. Let you see people through walls, though not the floor. Only used by [[Traitor]]s.&lt;br /&gt;
&lt;br /&gt;
===Traitor===&lt;br /&gt;
The '''traitor''', sometimes referred to as the [[Syndicate]], is a role given to one of the human players in [[Game Modes#Traitor|Traitor]] rounds. A traitor is a character designated as an antagonist against the station. The player determines what the traitor's goals are and how they will go about accomplishing them; these goals can be anything from theft to assassination to terrorist activity, but are intended to create a challenging situation for the non-traitor crew to deal with.&lt;br /&gt;
&lt;br /&gt;
May also be used to refer to any other Syndicates (see [[Game Modes#Nuclear|Nuclear]] and similar) or Revolutionaries (see Game [[Game Modes#Revolution|Revolution]]).&lt;br /&gt;
&lt;br /&gt;
See also: [[Traitoring]], [[Game Modes#Traitor|Traitor]].&lt;br /&gt;
&lt;br /&gt;
===Vore===&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vorarephilia Short for Vorarephilia] and the main reason most of you are here. Generally enacted by predator(s) and prey. Common Vore terms listed below.&lt;br /&gt;
&lt;br /&gt;
*Anal (AV): Vore that is done using a predators butt instead of their mouth.&lt;br /&gt;
*Breast (BV): Vore that is done using a predators breasts instead of their mouth.&lt;br /&gt;
*Bellybrig : Like a normal brig, Only instead the criminal goes inside of of the [[Security]] staff.&lt;br /&gt;
*Cock vore (CV): The physical act of consuming another through the penis, prey are then usually lodged in the testicles.&lt;br /&gt;
&lt;br /&gt;
*Endo: Vore that does not end in the digestion of the prey. Prey is let out after a period of time.&lt;br /&gt;
&lt;br /&gt;
*Hard Vore (HV): Engaging in Vore in which the prey is physically mutilated by the act of being consumed.&lt;br /&gt;
*Oral (OV): Vore where the predator swallows prey through though mouths like normal food.&lt;br /&gt;
&lt;br /&gt;
*Predator: A individual who usual does the consuming during a Vore scene.&lt;br /&gt;
&lt;br /&gt;
*Prey: A individual who usual is the one being consumed during a Vore scene.&lt;br /&gt;
&lt;br /&gt;
*Soft vore: Vore in which the prey is consumed whole, but suffers no damage from the act. The prey is then released at a later time, whether from vomiting or other wise. Digestion may be involved but Will be painless and Prey will be revived 100% of the time.&lt;br /&gt;
&lt;br /&gt;
*Soul Vore (SV): Vore in which the [[Souls|Soul]] of the prey is consumed.&lt;br /&gt;
*Tail (TV): Vore done by a predators tail.&lt;br /&gt;
&lt;br /&gt;
*Unbirthing (UB): The act of consuming prey with a vagina, Usually ends with the prey going into the womb.&lt;br /&gt;
&lt;br /&gt;
===Wormhole=== &lt;br /&gt;
A black swirly portal. Anything coming into contact with a wormhole will be teleported to a random area on or off the station. They can be fairly dangerous, or simply cause temporary trouble. Not to be confused with portals made from the Handheld Teleporter, which are blue or (more rarely) orange.&lt;br /&gt;
&lt;br /&gt;
===You Hear a Voice in Your Head...=== &lt;br /&gt;
A subtle, in-character message from an admin. Generally, you should follow the advice it gives.&lt;br /&gt;
&lt;br /&gt;
===Wizard=== &lt;br /&gt;
Usually refers to the [[Wizard]] game mode, or a Wizard player who has access to a number of spells.&lt;br /&gt;
&lt;br /&gt;
===Z-Level=== &lt;br /&gt;
Another &amp;quot;area&amp;quot; of the game. Part of BYOND's functionality. For example, the station, the Telecomms satellite, the mining station, CentCom and the derelict are all on different Z-levels. Going off the edge of one Z-Level will take you to another. Right now most of these transitions are random. Try to avoid being spaced.&lt;br /&gt;
&lt;br /&gt;
===ZAS===&lt;br /&gt;
Stands for '''Z'''one '''A'''tmospherics '''S'''ystem, Baystation12's &amp;lt;s&amp;gt;dysfunctional&amp;lt;/s&amp;gt; atmospherics simulator.&lt;br /&gt;
[[Category:Guides]] &lt;br /&gt;
[[Category:Game Resources]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Keyboard_Shortcuts&amp;diff=680</id>
		<title>Keyboard Shortcuts</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Keyboard_Shortcuts&amp;diff=680"/>
		<updated>2023-12-15T18:20:36Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Keyboard Shortcuts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
&lt;br /&gt;
== Keyboard Hot keys ==&lt;br /&gt;
&lt;br /&gt;
For some of you, using a mouse may not be the best option. So we here at &amp;quot;&amp;quot;VIRGO Tech&amp;quot;&amp;quot; have provided a way for those who are mouse impaired to still enjoy the Vorey good fun!&lt;br /&gt;
&lt;br /&gt;
During normal game-play press the '''&amp;quot;Tab&amp;quot;''' button to turn on Hotkeys-Mode: (Please note that activating Hotkey-Mode will remove your pointer from the chat console at the bottom of the screen.) &lt;br /&gt;
&lt;br /&gt;
==Hotkey-mode Commands==&lt;br /&gt;
&lt;br /&gt;
'''Hotkey-Mode: (hotkey-mode must be on)'''&lt;br /&gt;
    * TAB = toggle hotkey-mode&lt;br /&gt;
    * w = Up&lt;br /&gt;
    * a = Left&lt;br /&gt;
    * s = Down&lt;br /&gt;
    * d = Right&lt;br /&gt;
    * q = Drop&lt;br /&gt;
    * e = Equip&lt;br /&gt;
    * r = Throw&lt;br /&gt;
    * t = Say (Will display a speech bubble above your head whilst typing.)&lt;br /&gt;
    * y = Whisper&lt;br /&gt;
    * 5 = Emote (Will display a speech bubble above your head whilst typing.)&lt;br /&gt;
    * 6 = Subtle emote&lt;br /&gt;
    * x = Swap-hand&lt;br /&gt;
    * z = Activate held object&lt;br /&gt;
    * j = Toggle-aiming-mode&lt;br /&gt;
    * f = Cycle intents counter clockwise&lt;br /&gt;
    * g = Cycle intents clockwise&lt;br /&gt;
    * 1 = Sets help-intent&lt;br /&gt;
    * 2 = Sets disarm-intent&lt;br /&gt;
    * 3 = Sets grab-intent&lt;br /&gt;
    * 4 = Sets harm-intent&lt;br /&gt;
&lt;br /&gt;
==Normal Hotkey Commands==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Any-Mode: (hotkey doesn't need to be on)'''&lt;br /&gt;
  * Ctrl+a = Left&lt;br /&gt;
  * Ctrl+s = Down&lt;br /&gt;
  * Ctrl+d = Right&lt;br /&gt;
  * Ctrl+w = Up&lt;br /&gt;
  * Ctrl+q = Drop&lt;br /&gt;
  * Ctrl+e = Equip&lt;br /&gt;
  * Ctrl+r = Throw&lt;br /&gt;
  * Ctrl+x = Swap-hand&lt;br /&gt;
  * Ctrl+z = Activate held object&lt;br /&gt;
  * Ctrl+y = Whisper&lt;br /&gt;
  * Ctrl+f = Cycle intents counter clockwise&lt;br /&gt;
  * Ctrl+g = Cycle intents clockwise&lt;br /&gt;
  * Ctrl+1 = Sets help-intent&lt;br /&gt;
  * Ctrl+2 = Sets disarm-intent&lt;br /&gt;
  * Ctrl+3 = Sets grab-intent&lt;br /&gt;
  * Ctrl+4 = Sets harm-intent&lt;br /&gt;
  * F1 = Adminhelp&lt;br /&gt;
  * F2 = ooc&lt;br /&gt;
  * F3 = Say&lt;br /&gt;
  * F4 = Emote&lt;br /&gt;
  * DEL = Pull '''(Note will only end a pull not start it.)'''&lt;br /&gt;
  * INS = Cycle intents clockwise&lt;br /&gt;
  * HOME = Drop&lt;br /&gt;
  * PGUP = Swap-hand&lt;br /&gt;
  * PGDN = Activate held object&lt;br /&gt;
  * END = Throw&lt;br /&gt;
  * Ctrl + Click = Drag&lt;br /&gt;
  * Shift + Click = Examine&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Hardsuit&amp;diff=679</id>
		<title>Hardsuit</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Hardsuit&amp;diff=679"/>
		<updated>2023-12-15T18:20:00Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Hardsuit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;smallpic&amp;quot;&amp;gt;&lt;br /&gt;
Hardsuits (also known as Resource Integration Gear, or RIGs) are robust and (somewhat) modular pieces of EVA equipment fitted with a plethora of different tools and modules to assist you in your job. Hardsuit functionality can range from boasting high armor and combat-oriented tools to emergency rescue and built-in medical equipment.&lt;br /&gt;
&lt;br /&gt;
Note that you can't always wear every hardsuit; some of them come with access restrictions, much like doors and other machines. At best, these hardsuits will only offer a limited portion of their overall capabilities in that they might power on but all the special modules won't work; at worst they won't even let you wear them at all, and will either refuse to engage or refuse to even settle comfortably on your back. Ouch!&lt;br /&gt;
&lt;br /&gt;
= List of RIGs =&lt;br /&gt;
These are the Hardsuits you'll see most commonly around the station. They aren't the ''only'' models (surprise surprise, there ''are'' specialist military hardsuits floating around out there) but these are the only ones that are going to matter to you 99% of the time.&lt;br /&gt;
&lt;br /&gt;
All of the suits listed below can also be ordered via Cargo for the &amp;quot;modest&amp;quot; sum of 150 supply points, but when acquired in this fashion they possess none of their default modules listed below. A fairly generous selection of additional modules can be supplied by R&amp;amp;D via the Protolathe, and a small selection of mining-oriented modules are available via the Mining Vendor.&lt;br /&gt;
&lt;br /&gt;
== [[File:Evasuit.png|64px]] EVA (Extra Vehicular Activity) ==&lt;br /&gt;
A light rig for repairs and maintenance to the outside of habitats and vessels. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers. It doesn't slow you down at all, which is pretty nice.&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Plasma Cutter: Costs five energy per use, capable of cutting through walls.&lt;br /&gt;
*Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.&lt;br /&gt;
*Mounted RCD: Variable energy cost based on configuration, basically a Rapid Construction Device in your arm.&lt;br /&gt;
*Meson Scanner: No energy cost, integrated meson scanners that are active as long as the helmet is deployed and the module is turned on.&lt;br /&gt;
&lt;br /&gt;
== [[File:Rescuesuit.png|64px]] Rescue Hardsuit ==&lt;br /&gt;
A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, and a cover lock. It can also be equipped and configured much faster than other hardsuits. Provides immunity to biohazards and radiation, very strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers. [[Field Medic]]s may occasionally try to 'borrow' this for Exploration, but probably shouldn't.&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.&lt;br /&gt;
*Sprint System: Costs 50 energy per second as long as it's in use. Noticeably increases running speed.&lt;br /&gt;
*PAT System: Highlight of the suit, allows you to open doors (that you have access to) before you reach them, which costs 10 energy per second. It can also override airlocks that you do not have access to in the event the AI doesn't have camera coverage of what you're trying to access or there's no Cyborgs around to help, which costs 1000 energy whether the override succeeds or not. Command and Security will be informed over their respective channels should the override succeed, so don't think of trying to use this for traitorous shenanigans unless you have an airtight explanation.&lt;br /&gt;
*Mounted Chem Injector: Syringe mounted on your arm, capable of injecting Inaprovaline, Tricordrazine, Tramadol, or Dexalin Plus into a mob. Costs 50 energy to regenerate medicines as long as regen is enabled.&lt;br /&gt;
&lt;br /&gt;
== [[File:Amisuit.png|64px]] AMI (Anomalous Material Interaction) ==&lt;br /&gt;
The Anomalous Material Interaction hardsuit protects against the strangest energies the universe can throw at it, and is the property of the [[Research Director]]; it can be found in the Director's Office, usually on a rack along with some other useful gear. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, AI suite, and a cover lock.  Provides immunity to biohazards and radiation, very robust defense against exotic energy, strong defense against explosions, moderate defense against lasers and blunt force, and barely protects against ballistics.&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.&lt;br /&gt;
*Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.&lt;br /&gt;
*Alden-Saraspova Counter: No energy cost, exotic particle detector, mostly used to detect anomalies within a radius, providing the range of how far away potential anomalies are from your current position. Small cooldown after each use.&lt;br /&gt;
*Mounted Drill: Costs 1 energy per use, mostly drills through rock. Can also drill through walls as long as they aren't reinforced.&lt;br /&gt;
&lt;br /&gt;
== [[File:Advancedsuit.png|64px]] Advanced Voidsuit (CE's Hardsuit) ==&lt;br /&gt;
An advanced voidsuit that protects against hazardous, low pressure environments. Located in Chief Engineer's Office. Shines with a high polish. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. Notable in that it shares the EVA hardsuit's lack of slowdown, so you can still get around quick.&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.&lt;br /&gt;
*Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.&lt;br /&gt;
*Plasma Cutter: Costs five energy per use, capable of cutting through walls.&lt;br /&gt;
*Mounted RCD: Variable energy cost based on configuration, basically a Rapid Construction Device in your arm.&lt;br /&gt;
*Meson Scanner: No energy cost, integrated meson scanners that are active as long as the helmet is deployed and the module is turned on.&lt;br /&gt;
&lt;br /&gt;
== [[File:Industrialsuit.png|64px]] Industrial Hardsuit ==&lt;br /&gt;
A heavy, powerful rig used by construction crews and mining corporations. Located in Mining Equipment. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy.&lt;br /&gt;
&lt;br /&gt;
The Industrial Hardsuit is notable for being ''extremely'' heavy when powered off, slowing you down more than any other RIG. Make sure to fully engage it before heading out.&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Plasma Cutter: Costs five energy per use, capable of cutting through walls.&lt;br /&gt;
*Mounted Drill: Costs 1 energy per use, mostly drills through rock. Can also drill through walls as long as they aren't reinforced.&lt;br /&gt;
*Ore Detector: No energy cost, scans for ore around you. Useful for positioning drill heads.&lt;br /&gt;
*Meson Scanner: No energy cost, integrated meson scanners that are active as long as the helmet is deployed and the module is turned on.&lt;br /&gt;
*Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.&lt;br /&gt;
&lt;br /&gt;
== [[File:Hazardsuit.png|64px]] Hazard Hardsuit ==&lt;br /&gt;
Technically considered the 'Security Hardsuit' given its red-trimmed black body, the Hazard Hardsuit offers protection comparable to the Industrial Hardsuit above. It is not present in the Tether's Armory, but can be ordered from Cargo if needed. The crate itself requires armory permissions to unlock, meaning either the [[Warden]] or [[Head of Security]] are needed, unless one has some fairly specific (and destructive) tools at their disposal.&lt;br /&gt;
&lt;br /&gt;
Compared to Security's voidsuits, the Hazard Hardsuit offers slightly more protection and utility given the additional modules, but is rarely called upon given it must be ordered and the modules must be supplied by the Science Department. Most of the time any threats to the station either do not warrant the use of the suit, or are beyond the suit's abilities to handle. As such you're more likely to see these requested by [[Explorer]]s who want to prepare for the worst yet don't know that the Industrial Hardsuit offers slightly better protection and is far easier to get your hands on.&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
As an ordered Hardsuit, the Hazard RIG has no free/extra modules equipped. It does come with an airtank and magboots, and the helmet has a camera on the Security network.&lt;br /&gt;
&lt;br /&gt;
== Advanced Hardsuit ==&lt;br /&gt;
Advanced in giant airquotes; the main gimmick of this thing is that it uses a ''belt''-mounted control module rather than one that you wear on your back, which technically leaves your back free for things like backpacks. It functions more like a weird voidsuit/hardsuit hybrid, as it only has the helmet and full-body suit components like a voidsuit. On top of that, it really doesn't offer any major perks over either hardsuits ''or'' voidsuits, except maybe that it can be produced by the Science department rather than ordered via Cargo. When activated, it looks a bit like the pilot voidsuits in that it's bland grey, but it instead has cyan-ish highlights.&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
As a printed hardsuit, the Advanced Hardsuit comes with no extra modules installed by default. But, since you clearly have access to a well-equipped Protolathe, you can just make some right there.&lt;br /&gt;
&lt;br /&gt;
= Hardsuit Operation =&lt;br /&gt;
Most hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy; the suit can automatically fit over almost all footwear and most gloves, but you'll need to remove any outer layers (such as cloaks or jackets) and headwear (such as berets or hardhats) before it can begin to calibrate. Certain bulky hand items may also impede deployment, so be sure to pay attention to the text window. Once calibrated, you will be able to move around freely with some speed penalty, depending on the suit. You are able to place your backpack (or satchel/dufflebag/equivalent) on the suit storage slot as long as the chestpiece is deployed.&lt;br /&gt;
&lt;br /&gt;
== Hardsuit Tab ==&lt;br /&gt;
*'''Configure Voice Synthesiser:''' Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module. Most of them don't, for obvious reasons.&lt;br /&gt;
*'''Deploy Hardsuit:''' Deploys all components immediately and simultaneously.&lt;br /&gt;
*'''Engage Module:''' Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.&lt;br /&gt;
*'''Open Hardsuit Interface:''' Opens a sleek window detailing modules, power supply, and suit permissions.&lt;br /&gt;
*'''Select Module:''' Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.&lt;br /&gt;
*'''Switch Vision Mode:''' Cycles through vision settings. Only useful if your hardsuit has a configurable visor.&lt;br /&gt;
*'''Toggle Boots/Chestpiece/Gauntlets/Helmet:''' Un/Deploys the selected component.&lt;br /&gt;
*'''Toggle Hardsuit:''' Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.&lt;br /&gt;
*'''Toggle Module:''' Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.&lt;br /&gt;
*'''Toggle Visor:''' Self explanatory. Won't work if your suit does not have a configurable visor.&lt;br /&gt;
&lt;br /&gt;
== Hotbar ==&lt;br /&gt;
As with many items, key Hardsuit Components will appear on the hotbar in the top left of your screen. The main three you will see are the helmet, torso, and boots, which toggle the helmet light, heatsink, and magboots respectively.&lt;br /&gt;
&lt;br /&gt;
Note that if your hardsuit comes with a helmet camera (and most of them do), trying to engage the helmet lamp for the first time may instead synch the camera with local networks. This will allow anyone with access to an appropriate camera console to remotely view your status on the relevant network (EVA suits appear on Engineering, Hazard suits on Security, and so on) simply by selecting your name in the list, which might be useful if you're wandering out into space or in some kind of dangerous situation.&lt;br /&gt;
&lt;br /&gt;
The heatsink is only necessary if you're a [[Synthetics|Synthetic]], and drains power directly from the suit's main battery which puts it in direct competition with other modules.&lt;br /&gt;
&lt;br /&gt;
== Hardsuit Modules Tab ==&lt;br /&gt;
This is a nice tab to switch to if you don't like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in '''E''' means that the suit will consume that much energy immediately upon activation, while values ending in '''A''' means the suit will consume that much energy when the module is in use.&lt;br /&gt;
&lt;br /&gt;
= Maintenance =&lt;br /&gt;
Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:&lt;br /&gt;
#Swipe your ID over the control module.&lt;br /&gt;
#Crowbar the panel open.&lt;br /&gt;
#For internals:&lt;br /&gt;
##Wrench the tank out.&lt;br /&gt;
#For power cell/control board:&lt;br /&gt;
##Screwdriver.&lt;br /&gt;
##Select which part you wish to remove.&lt;br /&gt;
#Crowbar and ID the control module to lock the suit back up.&lt;br /&gt;
&lt;br /&gt;
To insert new components you've acquired;&lt;br /&gt;
#Swipe your ID over the control module.&lt;br /&gt;
#Crowbar the panel open.&lt;br /&gt;
#Insert the new components.&lt;br /&gt;
#When you're done, close the panel and swipe it again.&lt;br /&gt;
&lt;br /&gt;
To repair the hardsuit, remove the control module and do the following:&lt;br /&gt;
*For scorches, use metal.&lt;br /&gt;
*For punctures, use a welder.&lt;br /&gt;
*For module damage, remove the module and use cable coil or nanopaste.&lt;br /&gt;
&lt;br /&gt;
Cover locks can also be disengaged via the the standalone operator interface panel in lieu of using your ID on the control module, so long as you're wearing the module and your current ID has the necessary accesses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Cadavers&amp;diff=678</id>
		<title>Guide to Cadavers</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Cadavers&amp;diff=678"/>
		<updated>2023-12-15T18:19:24Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Guide to Cadavers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What to Do with a Dead Body==&lt;br /&gt;
&lt;br /&gt;
First and foremost, if you find a dead body, report it to security and to medical. Try not to report it over the main radio if possible. If the person is cloned, they may suffer from [[Non-Contiguous Memory Disorder]]. This will affect their ability to remember how they died. After they are cloned, however, do tell them that they have died. &lt;br /&gt;
&lt;br /&gt;
Security will often want to do an [[Guide to Security#Collecting Evidence|inspection]] of the area where the body was found. Medical personal should not move the body unless they get clearance from security first. &amp;lt;b&amp;gt;Do not drag the body on its own to Medbay.&amp;lt;/b&amp;gt; Use a body bag or roller bed. Dead bodies tend to splatter blood everywhere, making for unhappy janitors. Using a roller bed is often times better if you have to go down the main halls. Most staff members will assume you are transporting an injured individual and this will lead to less questions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Remember that dead people are players too.&amp;lt;/b&amp;gt; Try not to dawdle to much, and get them either cloned or borged as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Body bags and morgue trays can be easily labeled with a pen. An organized morgue is a happy morgue is a morgue that security doesn't ask many questions about. After bodies have been categorized and cloned, you might want to talk to the [[chaplain]] about having the body cremated if the morgue is getting a little full.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
&lt;br /&gt;
There are several ways to resurrect a dead body. Again, remember that dead people are players too. Be nice to fellow players and try to get them back in the game as soon as you can.&lt;br /&gt;
&lt;br /&gt;
===Resleeving===&lt;br /&gt;
&lt;br /&gt;
Most [[Medical Doctor|Medical Doctors]] can easily resleeve a body. If no Doctors are available, contact either the [[Chief Medical Officer]] or the [[Research Director]] for assistance.&lt;br /&gt;
&lt;br /&gt;
===Cyborgification===&lt;br /&gt;
&lt;br /&gt;
A [[roboticist]] will deal with [[Guide to Robotics#Cyborgs|Cyborgification]], making the player of the cadaver a [[cyborg]]. This is normally a last resort issue if there is no way to clone a body. Either a [[Medical Doctor|Surgeon]] or [[roboticist]] can remove the brain and place it within a MMI. Contact the [[Research Director]] if no roboticist is available for the procedure.&lt;br /&gt;
&lt;br /&gt;
==Autopsy Procedures==&lt;br /&gt;
&lt;br /&gt;
Luckily, within the morgue there is a handy dandy operating table for use in autopsies. Surgeons and sometimes Forensic Technicians will normally be the ones to use this table.&lt;br /&gt;
&lt;br /&gt;
===Autopsy Surgery===&lt;br /&gt;
&lt;br /&gt;
#Place cadaver onto the [[File:OpTable.gif]] operating table.&lt;br /&gt;
#Scan the cadaver with a [[File:Healthanalyzer.png]][[Medical Items|Health Analyzer]] to find injured locations.&lt;br /&gt;
#Aim for the patient's affected area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File:Autopsy scanner.png]] biopsy scanner to scan the area.&lt;br /&gt;
#*HELP intent will immediately reveal basic information, such as bruising of muscles or broken bones.&lt;br /&gt;
#*HARM intent will log detailed information to the scanner. ''This logged information will be wiped if you scan another body.''&lt;br /&gt;
#Repeat for all affected areas.&lt;br /&gt;
&lt;br /&gt;
===Autopsy Reports===&lt;br /&gt;
&lt;br /&gt;
Right clicking on the Autopsy Scanner will let you print out an autopsy report. Go over it to make sure there isn't information missing. &amp;lt;b&amp;gt;Hint:&amp;lt;/b&amp;gt; There will be information missing. It's a good idea to take out a pen and write down some additional details.&lt;br /&gt;
&lt;br /&gt;
*What the final vital stats were at time of death. (Suffocation, Toxins, Brute, and Burn.)&lt;br /&gt;
*What cause of death is if not listed on autopsy report.&lt;br /&gt;
*Who brought in the cadaver.&lt;br /&gt;
*If the body was cloned or borged, and who the geneticist or roboticist was that did that.&lt;br /&gt;
*Who the person was that preformed the autopsy itself.&lt;br /&gt;
*Your signature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, this is a chance to be creative with what you write. Don't be afraid to go overboard with details and descriptions.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;small&amp;gt;Urist McCadaver was brought in by Urist McEMT. They were cloned by Uristina McGeneticist upon arrival. As listed above, victim was hit several times with a toolbox and then stabbed with a screwdriver. Injuries from these weapons were not severe enough to cause death, and since suffocation damage was listed at 127, it is probably safe to assume that they were strangled. Blood count was at 83%, which supports the theory that they died before they could bleed out. The autopsy was preformed by Urist McSurgeon, and autopsy report handled by Urist McNurse.&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;small&amp;gt;Urist McCadaver died within patient room two and was discovered by Urist McOrderly. Cloning could not be completed due to inactive brain activity. Autopsy is being preformed by myself, Dr. Urist McSurgeon. An oral examination of the cadaver shows that their tongue was bitten off, and examination of their stomach contents shows where that tongue ended up. Lungs were filled with the cadaver's blood. In short, they bit off their own tongue, swallowed it, and then proceeded to drown in their own blood. Suffocation damage will support this theory, so I'm just going to rule it as a suicide and call it a day.&amp;lt;br&amp;gt;Signed,&amp;lt;br&amp;gt;Dr. Urist McSurgeon &amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
After completing your notes, make a copy of the report, file one in the morgue's autopsy reports cabinet, and deliver the other to security. Preferably with the [[detective]].&lt;br /&gt;
&lt;br /&gt;
===Causes of Death===&lt;br /&gt;
&lt;br /&gt;
Oftentimes cause of death is not clear from the autopsy report. These require a little more digging and investigation to find out the truth, and experience as a [[Medical Doctor]] will help out greatly.&lt;br /&gt;
&lt;br /&gt;
====Decapitation====&lt;br /&gt;
The cadaver has had its head removed before other injuries could cause death.&lt;br /&gt;
&lt;br /&gt;
*Health scans reveal damages on the cadaver do not add up to 200 or over.&lt;br /&gt;
*There is no head.&lt;br /&gt;
&lt;br /&gt;
====De-Braining====&lt;br /&gt;
The cadaver has had its brain removed while they were still alive.&lt;br /&gt;
&lt;br /&gt;
*Visual examination states that they have no brain.&lt;br /&gt;
*Skull has already been cut into during an autopsy attempt.&lt;br /&gt;
&lt;br /&gt;
====Burst Appendix====&lt;br /&gt;
The appendix has burst within the body, causes sepsis and eventually death. Often by chocking on one's own vomit.&lt;br /&gt;
&lt;br /&gt;
*Toxin damage with no toxins showing up in system.&lt;br /&gt;
*Minor brute damage to the groin region.&lt;br /&gt;
*Heavy suffocation damage.&lt;br /&gt;
*Body was located buried in vomit.&lt;br /&gt;
&lt;br /&gt;
====Suicide====&lt;br /&gt;
The cadaver had bitten off their own tongue, overflow of blood would have entered their lungs, causing drowning in their own fluids.&lt;br /&gt;
&lt;br /&gt;
*Visual examination states that the individual has killed themselves.&lt;br /&gt;
*Severe suffocation damage.&lt;br /&gt;
&lt;br /&gt;
====Bleeding Out====&lt;br /&gt;
The cadaver had gone into shock and passed away due to heavy blood loss from either internal or external wounds.&lt;br /&gt;
&lt;br /&gt;
*Body appears pale.&lt;br /&gt;
*A Health Analyzer scan shows that their blood has fallen to dangerously low levels.&lt;br /&gt;
*Suffocation damage.&lt;br /&gt;
*Placing the body within the Body Scanner will show locations of internal bleeders.&lt;br /&gt;
&lt;br /&gt;
====Malpractice====&lt;br /&gt;
Anything resulting in death caused by a doctor attempting to treat the patient is considered to be malpractice. Some of these are not great enough to cause death on it's own, but can play in as contributing factors.&lt;br /&gt;
&lt;br /&gt;
=====Surgery Mishaps=====&lt;br /&gt;
Mistakes caused by a surgeon. Any tool mishaps will show up on the autopsy report, however preforming surgery in an non-sterile environment will cause the surgery location to become infected with sepsis.&lt;br /&gt;
&lt;br /&gt;
*Visible inflamed wounds.&lt;br /&gt;
*Infection shows up on a Health Analyzer Scan.&lt;br /&gt;
*Cadaver had undergone surgery before death.&lt;br /&gt;
&lt;br /&gt;
=====Blood Rejection=====&lt;br /&gt;
Individual was given an incompatible blood type that their body proceeded to reject.&lt;br /&gt;
&lt;br /&gt;
*Toxin damage with no clear source.&lt;br /&gt;
*Suffocation with no clear source.&lt;br /&gt;
*Cadaver had received a blood transfusion before death.&lt;br /&gt;
&lt;br /&gt;
=====Improper Transport=====&lt;br /&gt;
Individual was not transported properly during medical treatment, which resulted in further injury.&lt;br /&gt;
&lt;br /&gt;
*Does not show up on any scans.&lt;br /&gt;
*Best indicator is large trails of blood where the cadaver had previously been.&lt;br /&gt;
&lt;br /&gt;
=====Medication Overdose=====&lt;br /&gt;
Someone had given the patient to much of a healing medication, which resulted in overdose.&lt;br /&gt;
&lt;br /&gt;
*Heavy toxin damage.&lt;br /&gt;
*Toxin report shows no harmful chemicals in the system.&lt;br /&gt;
*Using an Advanced Mass Spectrometer will show amounts of chemicals in the blood stream.&lt;br /&gt;
&lt;br /&gt;
=Being Dead=&lt;br /&gt;
&lt;br /&gt;
Sometimes, you have no choice but to stay dead and fly around as a [[ghost]]. Using the ghost verb will allow you to ghost out of your dead body and have a look around the station, but there are a few things to be wary of:&lt;br /&gt;
&lt;br /&gt;
*Not being in your body can prevent you from being resurrected.&lt;br /&gt;
*Ghosting out of a brain or decapitated head might prevent you from re-entering your body.&lt;br /&gt;
*Opting to become a [[pAI]] or [[Mouse]] will remove any chance of you being able to be resurrected.&lt;br /&gt;
*&amp;lt;b&amp;gt;Never&amp;lt;/b&amp;gt; use knowledge gained during your time in death in life. Clones suffer from [[Non-Contiguous Memory Disorder]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=677</id>
		<title>Nanite implant framework</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Nanite_implant_framework&amp;diff=677"/>
		<updated>2023-12-15T18:18:32Z</updated>

		<summary type="html">&lt;p&gt;Izac112: ports Nanite implant framework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nanite Implant Framework (&amp;quot;NIF&amp;quot;) is a sophisticated implant designed to provide features over the span of several shifts. It's a persistent inter-round item that once implanted, can be used indefinitely, provided the character takes care to not lose it. The NIF is an implant that constructs other implants or body modifications by using nanotechnology 'blueprints' called NIFSoft. The design was originally by [[Kitsuhana Heavy Industries]], however they no longer manufacture them. Instead, [[NanoTrasen]] has designed a clone that is becoming fairly common in the [[Virgo-Erigone]] system, while there are still some original Kitsuhana NIFs floating around.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a NIF ==&lt;br /&gt;
[[Guide_to_Research_and_Development|Science]] can create a standard NIF, though they are fairly expensive to create in terms of materials and research level. If [[Shaft_Miner|mining]] has done their job, you may be able to make one or more on a shift. These can be implanted (see below).&lt;br /&gt;
&lt;br /&gt;
It may also be possible to locate second-hand 'used' NIFs that have been discarded, In places such as [[trash piles]]. Assuming they are old models that don't have a permanent pairing already activated, you may be able to implant these, though it's not necessarily recommended.&lt;br /&gt;
&lt;br /&gt;
There are prototype 'bioadaptive' NIFs that may allow them to be used in species without a brain ([[Promethean]]) or more complex species ([[Xenochimera]]) though these are not publicly available. Centcom should be contacted to arrange for exchanging resources and a standard NIF for one of these. They do suffer from their own problems, however. Bioadaptive NIFs can not be installed in most species with a standard brain, such as humans.&lt;br /&gt;
&lt;br /&gt;
Lastly, Kitsuhana Heavy Industries manufactured 'authentic' name-brand NIFs that have higher durability, but these are also not available without the individual to receive the NIF having an existing relation with KHI, and resources/Thalers to trade for it.&lt;br /&gt;
&lt;br /&gt;
== Installing a NIF ==&lt;br /&gt;
A NIF can be installed via surgery. For organic patients, this is the [[Surgery#Cavity_Surgery|cavity surgery]] performed on the head, inserting the NIF in question as the object. For [[synthmorph|synths]] this is very similar, opening the head and using a drill to free up additional space and implanting the NIF. Installing a bioadaptive NIF in a Promethean is more simple: Simply shove it directly into their chest. They are amorphous blobs, after all.&lt;br /&gt;
&lt;br /&gt;
The NIF cannot complete a lengthy calibration procedure until the patient is conscious again, at which point it will blind them for several minutes as it attaches to their optic nerve/interface. After they have vision again, they will experience mild to severe pain for around half an hour, along with random blackouts. They should not operate heavy machinery during this time, and may wish to request a brief leave from their job.&lt;br /&gt;
&lt;br /&gt;
== Using a NIF ==&lt;br /&gt;
Once installed and calibrated, the NIF is permanently bound to the user. They will have an overlay projected directly into their visual cortex allowing them to see things that aren't there (&amp;quot;artificial reality&amp;quot;). They can enable display of job icons and 'health bars', among other things. After calibration and several hours later, the NIF will finish constructing a 'commlink', which is equivalent to an integrated communicator.&lt;br /&gt;
&lt;br /&gt;
These pieces of software are called NIFSoft. Additional software can be purchased at vending machines (&amp;quot;NIFSoft Shops&amp;quot;). There is a wide variety available, though some is locked to specific access and jobs. There are also rumors of illegal NIFSoft, though these shouldn't be installed and should be reported to security immediately.&lt;br /&gt;
&lt;br /&gt;
When installing a NIFSoft, one should remember that a physical device is being constructed inside the user's body, and this will wear the NIF itself to construct. Some more significant modifications may wear the NIF more than others.&lt;br /&gt;
&lt;br /&gt;
===Charge===&lt;br /&gt;
&lt;br /&gt;
The NIFs charge level is directly dependent on your level of nutrition! If you are full, the NIF's charge level will be too. If you are starving, then the NIF will be so low in energy that it may cease to function. Simply eating (or recharging if you are synthetic) will restore your NIF's charge.&lt;br /&gt;
&lt;br /&gt;
== Maintaining the NIF ==&lt;br /&gt;
After many NIFSofts have been installed over time, the NIF may require repairs. This is a simple task that  a scientist/roboticist can perform, however the NIF must be removed first. After removing it using the [[Surgery#Implant_Removal|implant removal]] surgery, follow these steps to repair it:&lt;br /&gt;
* Open the casing after removing the screws&lt;br /&gt;
* Replace any burned-out wiring&lt;br /&gt;
* Use a multitool to reset each circuit&lt;br /&gt;
* Re-secure the mainboard screws and reattach the cover&lt;br /&gt;
&lt;br /&gt;
When re-implanted, the NIF will only take about 60 seconds to calibrate to the user again, as opposed to the more painful original surgery.&lt;br /&gt;
&lt;br /&gt;
Alternatively an Advanced NIF repair tool may be used. by injecting the output regents into either a syringe and injected into the head or ingested. You can also just drink these repair fluids if they're put into a beaker, they will slowly metabolise over time.&lt;br /&gt;
&lt;br /&gt;
== Preserving your NIF ==&lt;br /&gt;
The NIF is preserved in resleeving scans, so one can keep their NIF upon death as long as they had a backup implant that successfully recorded the NIF's physical state at least once. It will only be able to reproduce the exact same NIF however, meaning the same durability and already bound to the user.&lt;br /&gt;
&lt;br /&gt;
Surviving the shift is also another way to preserve your NIF for the next one, obviously, and short-range teleporters and cryostorage both preserve the NIF for the next shift.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, if you start the round with a NIF installed, you should not easily be able to lose it permanently. Even if you die without a mind backup, you should gain one back at the start of your next shift.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the shift ends, and you do not have a NIF, you will not have it in the next round. If you are having your NIF removed for repairs, make sure someone is available to repair and reinstall it!&lt;br /&gt;
&lt;br /&gt;
Be aware that if you have a NIF installed mid shift, and die and respawn via an auto resleever later in the same shift, you may lose your NIF. This is because the auto resleever spawns you in the same state as when you arrived on the station.&lt;br /&gt;
&lt;br /&gt;
== NIFSofts And You [[file:Nifsoft.png]] ==&lt;br /&gt;
&amp;quot;NIFSoft&amp;quot; is the newest advancement in NT tech, allowing for quick and easy software updates to your NIF system.  Most NIFSoft is fairly self-explanatory and the short description on the NIFSoft Shop vending machine ( [[File:Nifsoft Shop.png|32x32px]] ) can explain their use. Please be advised that you must have a NIF installed to use the store, the stores only offer digital downloads not physical discs. If you wish for a physical copy, speak with your stations science department. However there are a few pieces of software that warrant additional explanation.&lt;br /&gt;
&lt;br /&gt;
=== AR Overlays ===&lt;br /&gt;
&lt;br /&gt;
There are a number of different AR overlays that are available for various departments or the [[Site Manager|site manager]] specifically. They each have a 0.01 drain whilst active.&lt;br /&gt;
*(Civ) (₮250) - Provides a general identification and ''simple'' health status overlay on your vision with no frills. All NIFs come with this pre-installed.&lt;br /&gt;
*(Med) (₮375) - Like the civilian model, but provides medical records access and virus database lookup, plus backup implant status. Restricted to [[Medical Doctor|medical]] staff.&lt;br /&gt;
*(Sec) (₮375) - Like the civilian model, but provides access to arrest status and security records. Restricted to [[Security Officer|security]] staff.&lt;br /&gt;
*(Eng) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Engineer|engineering]] staff.&lt;br /&gt;
*(Sci) (₮250) - Like the civilian model, but provides ... well, nothing. For now. Restricted to [[Scientist|science]] staff.&lt;br /&gt;
*(Omni) (₮375) - Like the civilian model, but provides most of the features of the medical and security overlays as well. Restricted to the [[Site Manager|site manager]].&lt;br /&gt;
*Corrective AR (₮100) - Subtly alters perception to compensate for cataracts and retinal misalignment, among other common disabilities. Drains at 0.025.&lt;br /&gt;
&lt;br /&gt;
=== Nictating Membrane (₮225) ===&lt;br /&gt;
&lt;br /&gt;
A synthetic nictating membrane (aka 'third eyelid') that protects the eyes from UV or hostile atmospheres. Does not protect from photonic stun weapons. Drains at 0.2 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Responsive Filter (₮300) ===&lt;br /&gt;
&lt;br /&gt;
Enables a high-speed shielding response to intense light, such as flashes, to block them. Effectively acts as sunglasses do to protect your eyes. Restricted to [[Security Officer|security]]. Drains at 0.05 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Meson Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Meson Scanner Goggles, these allow you to see the base structure and terrain through walls. Restricted to [[Engineer|engineers]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Material Scanner (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Optical Material Scanner Goggles, these allow you to see objects through walls. Restricted to [[Scientist|science]] staff. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Low-Light Amp (₮500) ===&lt;br /&gt;
&lt;br /&gt;
Similar to the worn Night Vision Goggles, these allow you to see in complete darkness. Restricted to [[Security Officer|security]]. Drains at 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Medichines (₮1250) ===&lt;br /&gt;
Medichines are healing/repair nanites that consume large quantities of energy while in use, but can save a life for organics, or save annoyance for synthetics. There are two distinct versions of medichines: one for synthetic life, and one for organic life. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
* Organic - The organic medichines will begin healing the user when they become significantly injured. If they become critically injured, they will operate at an enhanced rate, but while consuming a significant amount of energy. If the user is subjected to more injury than they are able to heal, the user will be put into emergency stasis, and the medical department will be notified via radio of the user's location.&lt;br /&gt;
* Synthetic - The synthetic medichines are capable of synthetic self-repair, but only to a small extent. Any damage that would show as less than a '5' on a scanner can be automatically repaired by synthetic medichines, allowing the user to avoid buffing out scrapes and dents, saving them time from common workplace accidents that cause them.&lt;br /&gt;
&lt;br /&gt;
=== Respirocytes (₮375) ===&lt;br /&gt;
&lt;br /&gt;
Nanites simulating red blood cells will filter and recycle oxygen for a short time, preventing suffocation in hostile environments. NOTE: Only capable of supplying OXYGEN. Drains 0.05 when installed, 0.1 whilst active.&lt;br /&gt;
&lt;br /&gt;
=== Mind Backup (₮125) ===&lt;br /&gt;
&lt;br /&gt;
Backup your mind on the go. Stores a one-time sync of your current mindstate upon activation. Works the same as being installed with a mind backup implant. Drains no power.&lt;br /&gt;
&lt;br /&gt;
=== Crew Monitor (₮625) === &lt;br /&gt;
&lt;br /&gt;
A link to the local crew monitor sensors. Useful for finding people in trouble. Works just the same as a crew monitor console, including the map view, but can be accessed on the move. Restricted to [[Medical Doctor|medical staff]]. Drains at 0.025 whilst installed, no additional cost when active.&lt;br /&gt;
&lt;br /&gt;
=== Alarm Monitor (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A link to the local alarm monitors. Useful for detecting alarms in a pinch. Restricted to [[Engineer|engineering staff]]. Has a passive drain of 0.025 when installed.&lt;br /&gt;
&lt;br /&gt;
=== Soulcatcher (₮100) ===&lt;br /&gt;
'''NB:''' This does not mean 'metaphysical magical energy', it's just the name. &lt;br /&gt;
&lt;br /&gt;
Every NIF comes with one of these as standard. It has a 0.01 drain whilst active.&lt;br /&gt;
&lt;br /&gt;
This NIFSoft is designed to preserve minds in case of emergency, and would be a useful feature for a combat medic. The NIFSoft makes a live mind-backup of the user should they die, and hosts them in a VR environment until they are rescued. Additionally, it can do the same to others, should they die while being held by or inside the soulcatcher user. This will load their mind into the same VR environment, and they will be able to communicate directly with the owner until such a time they are revived elsewhere.&lt;br /&gt;
&lt;br /&gt;
The SleeveMate 3200 handheld brain scanner can also place stored minds into soulcatcher owners, allowing one to load critically injured patients into the soulcatcher to prevent unnecessary pain, or to allow patients who are unable to undergo surgery or anesthetic treatment to be stored while surgery is performed. Simply use the SleeveMate 3200 to store the 'whole mind', and then aim it at a person with a NIF and the Soulcatcher NIFSoft. An additional option will appear to load the mind into them.&lt;br /&gt;
&lt;br /&gt;
The soulcatcher can also perform backups of the minds installed inside, just like a backup implant. This will prevent the notification to medical that the user has died needlessly, as the soulcatcher user is likely working on the issue already, or they are just storing them for recreational purposes and there's no need to resleeve them yet.&lt;br /&gt;
&lt;br /&gt;
Others may come up with additional 'creative' uses of the soulcatcher.&lt;br /&gt;
&lt;br /&gt;
'''Ghosts may also join into a Soulcatcher by picking the &amp;quot;Ghost &amp;gt; Join Into Soulcatcher&amp;quot; verb''', similar to how ghosts may make communicator calls. It is not possible to resleeve ghosts into physical bodies from this method, there's no way to ghost into a soulcatcher then gain a new body. Ghost out of the Soulcatcher to leave, and join the round normally.&lt;br /&gt;
&lt;br /&gt;
=== Commlink (₮250) ===&lt;br /&gt;
&lt;br /&gt;
An internal communicator for keeping in touch with people. Gives you free access to a communicator, crew manifest, weather service, notes app, and a couple of other useful features. Has a drain of 0.01 whilst installed. Comes standard on all NIFs.&lt;br /&gt;
&lt;br /&gt;
=== APC Connector (Synthetic Only) (₮625) ===&lt;br /&gt;
&lt;br /&gt;
A small attachment that allows synthmorphs to recharge themselves from APCs. Used when stood in front of an APC, it will extend a number of tendrils out to connect the synth to the APC and drain it's power. Costs no power, but causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Pressure Seals (Synthetic Only) (₮875) ===&lt;br /&gt;
&lt;br /&gt;
Creates pressure seals around important synthetic components to protect them from vacuum. Almost impossible on organics. Drains 0.5 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Heat Sink (Synthetic Only) (₮725) ===&lt;br /&gt;
&lt;br /&gt;
Advanced heat sinks for internal heat storage of heat on a synth until able to vent it in atmosphere. Drains 0.25 when active, and causes more wear to the NIF when installed.&lt;br /&gt;
&lt;br /&gt;
=== Mass Alteration (₮375) ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to change their size, through drastic mass rearrangement. Can be used to change size at will. Causes significant wear when installed.&lt;br /&gt;
&lt;br /&gt;
=== World Bender (₮100) ===&lt;br /&gt;
&lt;br /&gt;
Alters your perception of various objects in the world. Only has one setting for now: displaying all your crewmates as farm animals. Drains 0.01 when active.&lt;br /&gt;
&lt;br /&gt;
=== Compliance Module ===&lt;br /&gt;
&lt;br /&gt;
A system that allows one to apply 'laws' to sapient life. Extremely illegal, of course. Generally found as uploaders to be used on others, allowing you to give them 'laws'.&lt;br /&gt;
&lt;br /&gt;
==NIFSoft Uploaders==&lt;br /&gt;
&lt;br /&gt;
Most departments have a box of NIFSoft uploaders in their equipment or storage rooms. These uploaders come with a few NIFSofts for free that are useful for those occupations! The contents of these is as follows:&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
*AR Overlay (Med)&lt;br /&gt;
*Crew Monitor&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
*AR Overlay (Sec)&lt;br /&gt;
*Responsive Filter&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
*AR Overlay (Eng)&lt;br /&gt;
*Alarm Monitor&lt;br /&gt;
*Nictating Membrane&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
*Material Scanner&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
*Respirocytes (if organic)&lt;br /&gt;
*Pressure Seals (if synth)&lt;br /&gt;
*Heat Sink (if synth)&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=676</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=676"/>
		<updated>2023-12-15T18:18:13Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Game Mechanics */  updates nif link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
You're new to Yawn Wider's Cryogaia Outpost and want to learn? Here's what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server Rules]]. You may not understand all of them until you understand the game, but you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
* If you're new to Space Station 13 in general, read the [[The Basics|Tutorial]] and [[General Help]] guides so you can learn how to join and play.&lt;br /&gt;
&lt;br /&gt;
* If you're new to roleplay in general, read the [[Guide to Character Creation|Crash Course In Roleplaying]] and [[Character Creation]] pages.&lt;br /&gt;
&lt;br /&gt;
* When you play as a job you haven't played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.&lt;br /&gt;
&lt;br /&gt;
* When you join the round as a Head of Staff, read the [[Chain of Command]] and the [[Guide to Command]].&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to New Players]] [[Guide to New Players|Starter Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=General Help]] [[General Help]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Server Rules]] [[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to Roleplaying]] [[Guide To Roleplaying|A Crash Course In Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Tips and advice]] [[Tips and advice]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Key differences]] [[Key differences]] between Yawn Wider and other SS13 servers&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction|Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Character.png|link=Guide to Character Creation]] [[Guide to Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Wtfamireading2.png|link=Scene roleplay]] [[Scene roleplay]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Help.png|link=Guide to Combat#Intents]] [[Guide to Combat#Intents|Guide to Intent]]&lt;br /&gt;
&lt;br /&gt;
*[[File:stomach.png|link=Guide to Vore]] [[Guide to Vore]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OxygenTank.png|link=Guide to Internals]] [[Guide to Internals|Internals]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Nif_full.png|link=Nanite implant framework]] [[Nanite implant framework]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Rigsuit.png|link=Guide to Voidsuits]] [[Guide to Voidsuits|Voidsuit Operation]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Corgi.png|link=Critters]] [[Critters]] (Game controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Alien.png|link=Creatures]] [[Creatures]] (Player controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Pen.png|link=Job Selection and Assignment]] [[Job Selection and Assignment]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
See [[File:commandGuide.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]] for an overview of what is and isn't okay under normal circumstances on the station, but isn't strictly enforced by [[Corporate Regulation]] unless specified.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Command]]  [[Standard Operating Procedure#Command|Standard Operating Procedure for Command staff]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Engineering]]  [[Standard Operating Procedure#Engineering|Standard Operating Procedure for Engineering department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Engineering]] [[Guide to Engineering]]&lt;br /&gt;
&lt;br /&gt;
*[[File:O2_Canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide_to_Advanced_Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Supermatter.png|link=Guide to the Supermatter]] [[Guide to the Supermatter|How to Set up the Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:CableCoils.png|link=Guide to Solars]] [[Guide to Solars|How to Set up the Solars]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wirecutters.png|link=Guide to Hacking]] [[Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wallradio.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Metal.png|link=Construction Materials]] [[Construction Materials]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Security]] [[Standard Operating Procedure#Security|Standard Operating Procedure for Security department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Admiralty Law]] [[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=NanoTrasen Rules and Regulations]] [[NanoTrasen Rules and Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Security and You: An OOC Guide]] [[Security and You: An OOC Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Bad Security]] [[Bad Security]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Medical]]  [[Standard Operating Procedure#Medical|Standard Operating Procedure for the Medical department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Science]] [[Standard Operating Procedure#Science|Standard Operating Procedure for Science department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Telescience.gif]] [[Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
*[[File:slime.png|link=Guide to Xenobiology]] [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Service]] [[Standard Operating Procedure#Service|Standard Operating Procedure for Service department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Supply]] [[Standard Operating Procedure#Supply|Standard Operating Procedure for Supply department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#NanoTrasen_Visitor_Policy]] [[Standard Operating Procedure#NanoTrasen_Visitor_Policy|Standard Operating Procedure for Off-Duty and Visitors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to Food and Drinks]] [[Guide to Food and Drink]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
&lt;br /&gt;
== Admin Guides ==&lt;br /&gt;
* [[Admin Guide: Fluff Items]]&lt;br /&gt;
* [[Admin Guide: Events]]&lt;br /&gt;
* [[Admin Guide: Quality Control Bans]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Hacking&amp;diff=675</id>
		<title>Guide to Hacking</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Hacking&amp;diff=675"/>
		<updated>2023-12-15T18:15:27Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Guide to Hacking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:screehacking.png|thumb|400px|&amp;quot;Naturally, we don't condone this sort of thing.&amp;quot;]]&lt;br /&gt;
== What You'll Need ==&lt;br /&gt;
* [[File:Yellowgloves.png]] Insulated gloves - Hackables have power lines, and cutting/pulsing these without gloves can harm you.&lt;br /&gt;
* [[File:Screwdriver tool.png]] Screwdriver - For opening up panels and the like. A necessary tool&lt;br /&gt;
* [[File:Wirecutters.png]] Wirecutters - For cutting and mending wires. Also a necessary tool&lt;br /&gt;
* [[File:Multitool.png]] Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier.&lt;br /&gt;
* [[File:Crowbar.png]] Crowbar - For prying the door open once you've hacked it.&lt;br /&gt;
&lt;br /&gt;
== [[File:Airlock.png]] [[File:Airlock external.png]] Airlocks ==&lt;br /&gt;
Both internal and external access airlocks are hackable, though [[File:Hazard_Door.png]] hazard doors are not hackable. Wires are randomized at the start of each round, but are standardized throughout the station (e.g., every orange wire might toggle the bolts). This is probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Multitool.png]] With a Multitool ===&lt;br /&gt;
==== Finding the Right Wires ====&lt;br /&gt;
Remember, wires are randomized, so you need to identify them the first time. The most important ones to identify are the &amp;quot;test light&amp;quot; wire and the &amp;quot;door bolts&amp;quot; wire.&lt;br /&gt;
&lt;br /&gt;
# Remember to equip [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# With a [[File:Multitool.png]] multitool, click on the airlock to access the wiring.&lt;br /&gt;
# Click each &amp;quot;Pulse&amp;quot; link to pulse the wires, and keep an eye on &amp;quot;The door bolts&amp;quot; and &amp;quot;The test light&amp;quot; at the bottom of the menu (two wires will cause this - pick either one). When you see either the &amp;quot;The test light is off!&amp;quot; or &amp;quot;The door bolts have fallen!&amp;quot;, remember the colors of both wires.&lt;br /&gt;
# To put the door back to normal, the test light will need to be on first. It will come back on by itself after 10 seconds. Then, re-pulse the door bolts wire to put them &amp;quot;up&amp;quot; again, and close the wiring panel with your screwdriver.&lt;br /&gt;
&lt;br /&gt;
==== Airlock Hack ====&lt;br /&gt;
If you have a multitool, getting through doors gets a lot easier and faster.&lt;br /&gt;
# Have the [[File:Multitool.png]] multiool in one hand and a [[File:Crowbar.png]] crowbar in another for quick switching. You'll only have 10 seconds (but you can retry if you fail).&lt;br /&gt;
# Pulse the '''Test light''' wire, then quickly switch to your crowbar and click on the door to pry it open while the power is off.&lt;br /&gt;
#* ''Note: The door will stay open. If you want to close it, click on it with the crowbar again, then use the screwdriver to close the wiring panel.''&lt;br /&gt;
&lt;br /&gt;
=== [[File:Multitool_no.png]] Without a Multitool ===&lt;br /&gt;
==== Finding the Right Wires ====&lt;br /&gt;
Make sure you choose a door that you and everyone else won't mind you breaking, because in most cases this will prevent the door from opening again until it's repaired by an Engineer.&lt;br /&gt;
# Remember to equip [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring&lt;br /&gt;
# Equip [[File:Wirecutters.png]] wirecutters.&lt;br /&gt;
# Click on the door to open the menu, then slowly '''Cut''' each wire until you see &amp;quot;The door bolts have fallen!&amp;quot; at the bottom of the menu. Remember the color of the wire you cut that caused the bolts to drop.&lt;br /&gt;
#* ''Note: if you're lucky enough to be on the last wire and you haven't seen the bolts drop yet, you know that wire is the winner, so you don't need to cut it. Just remember its color.''&lt;br /&gt;
# '''Mend''' all the wires and leave that door alone.&lt;br /&gt;
# Now that you know the wire color for door bolts, move on to the next door (or if you were lucky and found the bolt wire without cutting it, you can continue with the same door and skip to step #3 below.)&lt;br /&gt;
&lt;br /&gt;
==== Airlock Hack ====&lt;br /&gt;
# Open the wiring panel with the [[File:Screwdriver tool.png]] screwdriver.&lt;br /&gt;
# Using the [[File:Wirecutters.png]] wirecutters, cut all wires EXCEPT for the door bolts wire that you found earlier.&lt;br /&gt;
# Use a [[File:Crowbar.png]] crowbar on the door to pry it open.&lt;br /&gt;
&lt;br /&gt;
==== Emergency Unbolting Procedure ==== &lt;br /&gt;
Airlocks aboard the station are equipped with SecureDoor(tm) inductive-coupling bolt triggers. By allowing the bolts to drop using (ambient or artificial) gravity, bolts can be dropped and security maintained even in low-power situations! The actuator used to raise the bolts, however, requires power to function.&lt;br /&gt;
&lt;br /&gt;
In an emergency, door bolts can be raised without power using the following procedure.&lt;br /&gt;
&lt;br /&gt;
# Weld the door shut using a [[File:Welderon.gif]] welding tool.&lt;br /&gt;
# Next, break the protective cover behind the airlock electronics with a sturdy object (use harm intent).&lt;br /&gt;
# Finally, use a [[File:Crowbar.png]] crowbar to manually raise the bolts from the inside.&lt;br /&gt;
&lt;br /&gt;
=== Wire Functions ===&lt;br /&gt;
* '''ID wire''': ''Pulsing'' will flash the 'access denied' red light; ''cutting'' will prevent anyone from opening the door if it's a restricted door; otherwise, it does nothing.&lt;br /&gt;
* '''AI control wire''': ''Pulsing'' will flash the 'AI control light' off and on quickly; ''cutting'' will prevent the AI from accessing the door unless s/he hacks the power wires&lt;br /&gt;
* '''Main power wires (2)''' (Test light wires): ''Pulsing'' will turn off the 'test light' and kill the power for a short time; ''cutting'' will kill the power for a time before backup power kicks in. There are two of these, and both are needed for the main power to work. Cutting will cause sparks.&lt;br /&gt;
* '''Backup power wire (2)''': ''Pulsing'' will turn off the 'test light' kill the power for a short time if the main power is out, otherwise, nothing. ''Cutting'' will obviously disable the backup power. There are two of these, and both are needed for backup power to work. Cutting will cause sparks.&lt;br /&gt;
* '''Bolt control wire''': ''Pulsing'' will toggle the bolts; ''cutting'' will drop the bolts.&lt;br /&gt;
* '''Bolt light wire''': ''Pulsing'' will toggle if the bolt/access lights will flash or turn on. ''Cutting'' will turn the lights off until mended.&lt;br /&gt;
* '''Door control wire''': If the door is ID restricted, this is pretty much useless. If not, ''Pulsing'' will open/close the door and ''cutting'' will keep it that way, sort of like bolting.&lt;br /&gt;
* '''Electrifying wire''': ''Pulsing'' will electrify the door for 30 seconds; ''cutting'' will permanently electrify it until mended. This will cause the safety light to flash. You can find the wire easily because the door shoots sparks when pulsed or cut. Obviously useless if there is no power to the door.&lt;br /&gt;
* '''Door safeties wire''': ''Pulsing'' will cause the check wiring light to toggle, causing the door to no longer check if someone is in the door before closing if it is on. ''Cutting'' will permanently turn off the safeties until mended&lt;br /&gt;
* '''Door timing wire''': ''Pulsing'' will toggle the door's timer, and the check timing light. If the light is on, the door will try to close as immediately as it can. ''Cutting'' it will turn off the timer until mended.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
* '''Create an obstacle''' by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.&lt;br /&gt;
* '''Remotely pulse an airlock''' by attaching a signaler, which when signaled pulses the wire it's attached to. This allows you to remotely bolt and unbolt a door, for instance. Be sure to turn off the speaker so no one can hear it being toggled.&lt;br /&gt;
* '''Hacking without gloves'''. First find two wires of importance. The bolts wire, and the test light wire. Pulse a random door to find out the wires. If you hear sparks, see your health going down or see the message &amp;quot;You feel a powerful shock coursing through your body!&amp;quot;, close that hacking window and move onto another door. Once you got the main power wire, head to an unbolted door, pulse the wire, crowbar it open. You get a larger window of time to crowbar, and you can do it without gloves.&lt;br /&gt;
&lt;br /&gt;
== [[File:APC.png]] APCs ==&lt;br /&gt;
Used to control power to a certain room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, and can be remotely controlled from there.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on APC to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png]] multitool.&lt;br /&gt;
# Put [[File:Wirecutters.png]] wirecutters in your other hand to quickly '''Cut''' and '''Mend''' a wire if you short out the power accidentally (which will likely happen).&lt;br /&gt;
#* '''Power wires (2)''': ''Pulse'' will short out the APC. You must ''cut and mend'' the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely.&lt;br /&gt;
#* '''AI control wire''': Like the airlock, ''pulsing'' will flash the light off and on quickly; ''cutting'' will disable AI control&lt;br /&gt;
#* '''APC lock wire''': This is the wining wire you want to pulse in order to unlock it.&lt;br /&gt;
# Use a screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:AirAlarm.png]] Atmospheric Alarms ==&lt;br /&gt;
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.&lt;br /&gt;
# Equip a [[File:Multitool.png]] multitool and[[File:Wirecutters.png]] wirecutters.&lt;br /&gt;
#* '''Id Scan''': ''Pulsing'' will unlock the alarm for 30 seconds. ''Cutting'' will not allow people to access the alarm even if they have the correct ID. ''Mending'' will allow normal operation.&lt;br /&gt;
#* '''Alarm''': ''Cutting'' will cause an atmos alert in the area, and most likely alert the AI as well. ''Pulsing'' will reset the alarm status. ''Mending'' allows the alarm to work again.&lt;br /&gt;
#* '''Panic Syphon''': ''Cutting'' or ''Pulsing'' this wire will activate the panic syphon. ''Mending'' does nothing, and it must be turned off from the actual alarm.&lt;br /&gt;
#* '''AI Control''': ''Cutting'' this wire will prevent the AI from using the alarm. ''Pulsing'' it flashes the light on and off quickly.  ''Mending'' allows AI control.&lt;br /&gt;
#* '''Power''': ''Cutting'' this wire will deactivate the alarm. ''Pulsing'' it turns it off for 30 seconds.  ''Mending'' restored power.&lt;br /&gt;
# Use a screwdriver to close the wiring panel back up.&lt;br /&gt;
&lt;br /&gt;
== [[File:Autolathe.gif]] Autolathes ==&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the autolathe to open the maintenance panel.&lt;br /&gt;
# Click on the autolathe with an empty hand to access the wiring.&lt;br /&gt;
# There are three important wires. Cutting them toggles their light permanently, pulsing does so temporarily. Red light is power, green light is electrocution and blue is hacked options.&lt;br /&gt;
# Have fun accessing some new options:&lt;br /&gt;
#* Compressed matter cartridges (for the RCD)&lt;br /&gt;
#* Handcuffs&lt;br /&gt;
#* Infrared beam (security)&lt;br /&gt;
#* Infrared sensor&lt;br /&gt;
#* Bullets&lt;br /&gt;
#* Other stuff&lt;br /&gt;
&lt;br /&gt;
== [[File:MULE.gif]] MULEs ==&lt;br /&gt;
# Unlock the controls with a Quartermaster's ID.&lt;br /&gt;
# Unscrew the maintenance panel with the screwdriver.&lt;br /&gt;
# Pulse various wires with a multitool. Pay attention to the reaction the MULE gives. Also note that these wires are randomized for each MULE&lt;br /&gt;
## Cutting the wire that causes the loading bay to thunk will remove cargo restrictions.&lt;br /&gt;
## Cutting the wire that leads to the safety light will awaken its thirst for blood and cause it to run over people in its path. DO NOT DO THIS UNLESS YOU HAVE A VERY GOOD REASON.&lt;br /&gt;
## Cutting ''one'' of the wires that makes the motor whine will safely speed up the MULE. Cutting both will immobilize it.&lt;br /&gt;
# Screw the panel back on.&lt;br /&gt;
&lt;br /&gt;
=== Wire Functions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Response from multitool&lt;br /&gt;
! Effect if cut&lt;br /&gt;
|-&lt;br /&gt;
| The drive motor whines briefly.&lt;br /&gt;
| Increases speed, disables motor if both wires are cut&lt;br /&gt;
|-&lt;br /&gt;
| You hear a radio crackle.&lt;br /&gt;
| Disables PDA control&lt;br /&gt;
|-&lt;br /&gt;
| The charge light flickers.&lt;br /&gt;
| Disables power&lt;br /&gt;
|-&lt;br /&gt;
| The external warning lights flash briefly.&lt;br /&gt;
| Disables safety, awakens thirst for blood (DON'T DO THIS UNLESS YOU'RE A TRAITOR. EVEN THEN IT'S REALLY NOT A GOOD IDEA.)&lt;br /&gt;
|-&lt;br /&gt;
| The load platform clunks&lt;br /&gt;
| Allows nonstandard cargo such as humans, cyborgs, and other bots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[File:Security_Camera.gif]] Cameras ==&lt;br /&gt;
Used to view rooms from, they also have upgrades which allow them to see through walls, be invincible against EMPs and have a motion detection system.&lt;br /&gt;
# With a screwdriver in hand, click on the camera.&lt;br /&gt;
# After opening the panel, use your wirecutter on the camera. You will now get a wire cut menu like the airlock. There are multiple wires to look out for. NOTE: Every camera will have randomized wires.&lt;br /&gt;
#* '''Power Wire''' - Cutting it will disable the camera, fixing it will enable the camera. Pulsing toggle the camera on and off.&lt;br /&gt;
#* '''Alarm Wire''' - You do not want to cut this wire. You have to use a multitool to detect this, as it'll give off a beeping sound when pulsed. Cutting will trigger an alarm, fixing it will cancel the alarm.&lt;br /&gt;
#* '''Light Wire''' - Cutting this will stop the AI from using the camera's light, fixing it will allow the AI to use the camera light. Pulsing toggles it.&lt;br /&gt;
#* '''Focus Wire''' - Cutting this will shorten the vision range to a default set of 2 tiles, fixing it will return it back to a normal 7 vision range. Pulsing it will toggle between the short and normal vision range.&lt;br /&gt;
#* Two '''Nothing Wires''' - They do nothing, still required to deconstruct the camera.&lt;br /&gt;
&lt;br /&gt;
You can find a guide to deconstruct cameras [[Guide_to_construction#Security_Camera_2|here]].&lt;br /&gt;
&lt;br /&gt;
== Particle Accelerator ==&lt;br /&gt;
What a better way to release the singularity than to do it REMOTELY! That or you can hack it to make it shoot more powerful particles!&lt;br /&gt;
&lt;br /&gt;
# Setup the PA if you haven't already, then use a screwdriver on the computer to open the panel/expose the wires.&lt;br /&gt;
# Now click on the computer with a hand to bring up the wire menu. Here you can then get your tools in hand.&lt;br /&gt;
#* The '''toggle wire''' will toggle the PA on or off when pulsed, if cut it will disable the PA and stop it from turning on.&lt;br /&gt;
#* The '''strength wire''' will increase the strength of the PA when pulsed, if cut it will toggle the strength to 0 and stop people turning it up.&lt;br /&gt;
#* The '''interface wire''' will stop people being able to use the control computer. Pulsing will toggle this, cutting/mending will toggle it on/off.&lt;br /&gt;
#* The '''limit power wire''' will allow the PA to be turned up to strength 3 when cut. When pulsed it will whirr.&lt;br /&gt;
#* The '''nothing wire''' will do nothing, it's just here to make life harder.&lt;br /&gt;
# Close the panel for the PA to then work again. '''IMPORTANT:''' Don't forget to scan the parts again.&lt;br /&gt;
&lt;br /&gt;
Now remember, you can attach a signaler to these wires to release the singularity, such as remotely pulsing the strength wire. Bonus points if you also pulse the interface wire so that people can't stop it!&lt;br /&gt;
&lt;br /&gt;
== Syndicate Bomb ==&lt;br /&gt;
A bomb! Are you a bad enough dude to attempt to defuse a live explosive that, if it were to explode, could reduce you to a fine red mist?&lt;br /&gt;
&lt;br /&gt;
# Check the description of the bomb to see if you have enough time left to even attempt a defusal. Use your best judgement for how much time you will need.&lt;br /&gt;
# If the timer is very long you might want to ask toxins for a bomb suit in case you fail, you'll still be killed, but at least you'll leave a corpse&lt;br /&gt;
# Screwdriver in hand, click on the bomb to open the panel and expose the wiring&lt;br /&gt;
# With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.&lt;br /&gt;
# CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.&lt;br /&gt;
#* '''Boom wire''': ''Pulsing'' will explode the bomb instantly if the bomb is live and ''cutting'' will do much the same! There's no way to prepare for the boom wire if the bomb is already live, it's just an inherent risk. Cutting a boom wire that's not live will make the bomb unusable.&lt;br /&gt;
#* '''Bolt wire''': ''Pulsing'' will hint at this wire's function, ''cutting'' will release the bolts holding the bomb down if they were activated to begin with. Ditch that bomb!&lt;br /&gt;
#* '''Delay wire''': ''Pulsing'' will add time to the clock of the bomb, giving you a little more breathing room.&lt;br /&gt;
#* '''Proceed wire''': ''Pulsing'' will reduce the clock, making your life that muich harder. ''Cutting'' this wire while the bomb is live will explode the bomb!&lt;br /&gt;
#* '''Activate wire''': ''Pulsing'' a bomb that isn't live will start the countdown and ''cutting'' a bomb that IS live will stop the countdown. If you've identified this wire, you've won!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that randomly pulsing a live bomb carries a 20% risk of sudden death, but randomly cutting carries a 40% risk. Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate.&lt;br /&gt;
&lt;br /&gt;
== Hardsuits ==&lt;br /&gt;
These hightech [[hardsuit|hardsuits]] are hard to come by, but can be hacked to be bent to your will.&lt;br /&gt;
&lt;br /&gt;
#Swipe your ID on the Hardsuit to unlock the panel, then use a [[file:crowbar.png]] to open it. An emag might come in handy.&lt;br /&gt;
# Equip a [[File:Multitool.png]] multitool and[[File:Wirecutters.png]] wirecutters.&lt;br /&gt;
#* ''' Security Wire''': Can be cut to disable Security Checks on the suit. The suit will twitch when this wire is pulsed.&lt;br /&gt;
#* ''' AI Override''': Can be pulsed to toggle whether the AI can control the suit. A red light will flicker when this wire is pulsed.&lt;br /&gt;
#* ''' System Control''': Can be pulsed to toggle some malfunctions.&lt;br /&gt;
#* ''' Interface Lock''': Can be pulsed to toggle whether the interface can be accessed. The suit will click audibly when this wire is pulsed.&lt;br /&gt;
#* ''' Interface Shock''': Can be pulsed to toggle whether the suit shocks the user or not.&lt;br /&gt;
# Close the panel.&lt;br /&gt;
&lt;br /&gt;
== Minor Hackables ==&lt;br /&gt;
I haven't a clue why you'd ever want to hack any of these things, but you can!&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png‎]] Fire Alarms ===&lt;br /&gt;
Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Station Bounced Radio.png]] Station-Bounced Radios &amp;amp; [[File:Signaler.png]] Signalers ===&lt;br /&gt;
# Screwdriver in hand, click on the offending radio so it can be modified or attached&lt;br /&gt;
# The usual radio use panel will pop up, but now with access to the wiring. If you've closed it by accident, just click on the radio as if you were going to change the settings on it.&lt;br /&gt;
# There are three wires. Two have apparent uses; the third is pretty much useless.&lt;br /&gt;
#* '''Output wire''' will disengage the speakers (or signal-receiving on a signaler)&lt;br /&gt;
#* '''Input wire''' will permanently disengage the microphone (or signal-sending on a signaler)&lt;br /&gt;
Interestingly, tracking beacons and station intercoms also count as radios.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Securebriefcase.png]] Secure Briefcases ===&lt;br /&gt;
#Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring&lt;br /&gt;
#Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.&lt;br /&gt;
#The memory is now reset. Punch in your favorite code and hit E to set it.&lt;br /&gt;
#Screwdriver the panel shut.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Vendcola.gif]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking!&lt;br /&gt;
&lt;br /&gt;
Four wires&lt;br /&gt;
#'''Firing wire''' when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light.&lt;br /&gt;
#'''Contraband wire''' does nothing when cut, when pulsed unlocks illegal or rare goods. Wire is unknown. &lt;br /&gt;
#'''Access wire''' when pulsed it turns on a yellow light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone.&lt;br /&gt;
#'''Shock wire''' Like the firing wire in effects from hacking, except it shocks instead of shoots. If the orange light is on, it is electrified temporarily. Cutting and mending the wire fixes this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Improvised_Weapons&amp;diff=674</id>
		<title>Improvised Weapons</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Improvised_Weapons&amp;diff=674"/>
		<updated>2023-12-15T18:13:40Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Improvised Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a brief list of improvised weapons that you can build from parts around the station. Keep in mind most of these count as contraband and Security will be all over you if you're found to have them.&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
===Powered crossbow===&lt;br /&gt;
* [[File:Crossbowframe0.png]] Make a crossbow frame from wooden planks.&lt;br /&gt;
* [[File:Rods.png]] 3 x metal rods.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool.&lt;br /&gt;
* [[File:CableCoils.png]] 5 x cable.&lt;br /&gt;
* [[File:Plastic.png]] 3 x plastic sheeting.&lt;br /&gt;
* [[File:CableCoils.png]] 5 x cable.&lt;br /&gt;
* [[File:Screwdriver tool.png]] Screwdriver to finish.&lt;br /&gt;
* [[File:Power cell.png]] Add a cell (screwdriver to remove).&lt;br /&gt;
&lt;br /&gt;
===Pneumatic cannon===&lt;br /&gt;
* [[File:Pneumatic0.png]] Make a cannon frame from metal sheets.&lt;br /&gt;
* Install a length of atmos piping.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool.&lt;br /&gt;
* [[File:Metal.png]] 5 x metal sheets.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool.&lt;br /&gt;
* Install a tank transfer valve.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool to finish.&lt;br /&gt;
* [[File:Handheld-Plasmatank.png]] Add a gas tank (right-click, eject tank to remove).&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
=== Wired rod ===&lt;br /&gt;
* [[File:Cablerestraints.png]] Make a set of cable restraints from cable.&lt;br /&gt;
* [[File:Rods.png]] Use a metal rod on the cable restraints.&lt;br /&gt;
&lt;br /&gt;
===Spear===&lt;br /&gt;
* [[File:Largeglassshard.png]] Add a glass shard to a wired rod.&lt;br /&gt;
&lt;br /&gt;
===Cattle prod===&lt;br /&gt;
* [[File:Wirecutters.png]] Add a pair of wirecutters to a wired rod.&lt;br /&gt;
* [[File:Power cell.png]] Add a cell (screwdriver to remove).&lt;br /&gt;
&lt;br /&gt;
===Butterfly knife===&lt;br /&gt;
* [[File:Butterflyknifehandle.png]] Make a knife handle from plasteel.&lt;br /&gt;
* [[File:Butterflyknifeblade.png]] Make a knife blade from metal sheets.&lt;br /&gt;
* [[File:Butterflyknife0.png]] Use the blade on the handle.&lt;br /&gt;
* [[File:Screwdriver tool.png]] Screwdriver to finish.&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=673</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=673"/>
		<updated>2023-12-15T18:12:47Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Medical */  Updates the link properly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
You're new to Yawn Wider's Cryogaia Outpost and want to learn? Here's what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server Rules]]. You may not understand all of them until you understand the game, but you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
* If you're new to Space Station 13 in general, read the [[The Basics|Tutorial]] and [[General Help]] guides so you can learn how to join and play.&lt;br /&gt;
&lt;br /&gt;
* If you're new to roleplay in general, read the [[Guide to Character Creation|Crash Course In Roleplaying]] and [[Character Creation]] pages.&lt;br /&gt;
&lt;br /&gt;
* When you play as a job you haven't played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.&lt;br /&gt;
&lt;br /&gt;
* When you join the round as a Head of Staff, read the [[Chain of Command]] and the [[Guide to Command]].&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to New Players]] [[Guide to New Players|Starter Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=General Help]] [[General Help]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Server Rules]] [[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to Roleplaying]] [[Guide To Roleplaying|A Crash Course In Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Tips and advice]] [[Tips and advice]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Key differences]] [[Key differences]] between Yawn Wider and other SS13 servers&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction|Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Character.png|link=Guide to Character Creation]] [[Guide to Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Wtfamireading2.png|link=Scene roleplay]] [[Scene roleplay]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Help.png|link=Guide to Combat#Intents]] [[Guide to Combat#Intents|Guide to Intent]]&lt;br /&gt;
&lt;br /&gt;
*[[File:stomach.png|link=Guide to Vore]] [[Guide to Vore]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OxygenTank.png|link=Guide to Internals]] [[Guide to Internals|Internals]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Nif_full.png|link=Guide to NIF]] [[Guide to NIF|Nanite implant framework]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Rigsuit.png|link=Guide to Voidsuits]] [[Guide to Voidsuits|Voidsuit Operation]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Corgi.png|link=Critters]] [[Critters]] (Game controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Alien.png|link=Creatures]] [[Creatures]] (Player controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Pen.png|link=Job Selection and Assignment]] [[Job Selection and Assignment]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
See [[File:commandGuide.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]] for an overview of what is and isn't okay under normal circumstances on the station, but isn't strictly enforced by [[Corporate Regulation]] unless specified.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Command]]  [[Standard Operating Procedure#Command|Standard Operating Procedure for Command staff]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Engineering]]  [[Standard Operating Procedure#Engineering|Standard Operating Procedure for Engineering department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Engineering]] [[Guide to Engineering]]&lt;br /&gt;
&lt;br /&gt;
*[[File:O2_Canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide_to_Advanced_Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Supermatter.png|link=Guide to the Supermatter]] [[Guide to the Supermatter|How to Set up the Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:CableCoils.png|link=Guide to Solars]] [[Guide to Solars|How to Set up the Solars]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wirecutters.png|link=Guide to Hacking]] [[Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wallradio.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Metal.png|link=Construction Materials]] [[Construction Materials]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Security]] [[Standard Operating Procedure#Security|Standard Operating Procedure for Security department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Admiralty Law]] [[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=NanoTrasen Rules and Regulations]] [[NanoTrasen Rules and Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Security and You: An OOC Guide]] [[Security and You: An OOC Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Bad Security]] [[Bad Security]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Medical]]  [[Standard Operating Procedure#Medical|Standard Operating Procedure for the Medical department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Science]] [[Standard Operating Procedure#Science|Standard Operating Procedure for Science department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Telescience.gif]] [[Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
*[[File:slime.png|link=Guide to Xenobiology]] [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Service]] [[Standard Operating Procedure#Service|Standard Operating Procedure for Service department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Supply]] [[Standard Operating Procedure#Supply|Standard Operating Procedure for Supply department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#NanoTrasen_Visitor_Policy]] [[Standard Operating Procedure#NanoTrasen_Visitor_Policy|Standard Operating Procedure for Off-Duty and Visitors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to Food and Drinks]] [[Guide to Food and Drink]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
&lt;br /&gt;
== Admin Guides ==&lt;br /&gt;
* [[Admin Guide: Fluff Items]]&lt;br /&gt;
* [[Admin Guide: Events]]&lt;br /&gt;
* [[Admin Guide: Quality Control Bans]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guides&amp;diff=672</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guides&amp;diff=672"/>
		<updated>2023-12-15T18:09:35Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates the link to surgery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
You're new to Yawn Wider's Cryogaia Outpost and want to learn? Here's what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server Rules]]. You may not understand all of them until you understand the game, but you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
* If you're new to Space Station 13 in general, read the [[The Basics|Tutorial]] and [[General Help]] guides so you can learn how to join and play.&lt;br /&gt;
&lt;br /&gt;
* If you're new to roleplay in general, read the [[Guide to Character Creation|Crash Course In Roleplaying]] and [[Character Creation]] pages.&lt;br /&gt;
&lt;br /&gt;
* When you play as a job you haven't played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.&lt;br /&gt;
&lt;br /&gt;
* When you join the round as a Head of Staff, read the [[Chain of Command]] and the [[Guide to Command]].&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to New Players]] [[Guide to New Players|Starter Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=General Help]] [[General Help]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Server Rules]] [[Server Rules]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to Roleplaying]] [[Guide To Roleplaying|A Crash Course In Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Tips and advice]] [[Tips and advice]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Key differences]] [[Key differences]] between Yawn Wider and other SS13 servers&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction|Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Character.png|link=Guide to Character Creation]] [[Guide to Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Wtfamireading2.png|link=Scene roleplay]] [[Scene roleplay]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Help.png|link=Guide to Combat#Intents]] [[Guide to Combat#Intents|Guide to Intent]]&lt;br /&gt;
&lt;br /&gt;
*[[File:stomach.png|link=Guide to Vore]] [[Guide to Vore]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OxygenTank.png|link=Guide to Internals]] [[Guide to Internals|Internals]]&lt;br /&gt;
&lt;br /&gt;
*[[file:Nif_full.png|link=Guide to NIF]] [[Guide to NIF|Nanite implant framework]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Rigsuit.png|link=Guide to Voidsuits]] [[Guide to Voidsuits|Voidsuit Operation]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Corgi.png|link=Critters]] [[Critters]] (Game controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Alien.png|link=Creatures]] [[Creatures]] (Player controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Pen.png|link=Job Selection and Assignment]] [[Job Selection and Assignment]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
See [[File:commandGuide.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]] for an overview of what is and isn't okay under normal circumstances on the station, but isn't strictly enforced by [[Corporate Regulation]] unless specified.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Command]]  [[Standard Operating Procedure#Command|Standard Operating Procedure for Command staff]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Engineering]]  [[Standard Operating Procedure#Engineering|Standard Operating Procedure for Engineering department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Engineering]] [[Guide to Engineering]]&lt;br /&gt;
&lt;br /&gt;
*[[File:O2_Canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide_to_Advanced_Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Supermatter.png|link=Guide to the Supermatter]] [[Guide to the Supermatter|How to Set up the Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:CableCoils.png|link=Guide to Solars]] [[Guide to Solars|How to Set up the Solars]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wirecutters.png|link=Guide to Hacking]] [[Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wallradio.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Metal.png|link=Construction Materials]] [[Construction Materials]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Security]] [[Standard Operating Procedure#Security|Standard Operating Procedure for Security department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Admiralty Law]] [[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=NanoTrasen Rules and Regulations]] [[NanoTrasen Rules and Regulations]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Security and You: An OOC Guide]] [[Security and You: An OOC Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Bad Security]] [[Bad Security]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Medical]]  [[Standard Operating Procedure#Medical|Standard Operating Procedure for the Medical department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Science]] [[Standard Operating Procedure#Science|Standard Operating Procedure for Science department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Telescience.gif]] [[Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
*[[File:slime.png|link=Guide to Xenobiology]] [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Service]] [[Standard Operating Procedure#Service|Standard Operating Procedure for Service department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Supply]] [[Standard Operating Procedure#Supply|Standard Operating Procedure for Supply department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#NanoTrasen_Visitor_Policy]] [[Standard Operating Procedure#NanoTrasen_Visitor_Policy|Standard Operating Procedure for Off-Duty and Visitors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to Food and Drinks]] [[Guide to Food and Drink]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
&lt;br /&gt;
== Admin Guides ==&lt;br /&gt;
* [[Admin Guide: Fluff Items]]&lt;br /&gt;
* [[Admin Guide: Events]]&lt;br /&gt;
* [[Admin Guide: Quality Control Bans]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Advanced_Construction&amp;diff=671</id>
		<title>Guide to Advanced Construction</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Advanced_Construction&amp;diff=671"/>
		<updated>2023-12-15T18:08:04Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Advanced Construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class='smallpic'&amp;gt;&lt;br /&gt;
The page details the construction of &amp;quot;machines&amp;quot;, a class of fairly complex objects used aboard the station. The basic process of construction is the same for all machines; only the parts used change.&lt;br /&gt;
&lt;br /&gt;
*Activate a stack of at least 5 metal sheets in-hand.&lt;br /&gt;
*Select 'Frame' from the list that appears&lt;br /&gt;
*After a short crafting time, frame parts will be on the floor where your character is standing. [[File:Frame parts.png]]&lt;br /&gt;
*Pick those up and activate them to select the type of machine you are making. (Most things just use the generic Machine frame or computer) [[File:Empty Machine Frame.png]]&lt;br /&gt;
*After making a frame, right click it to rotate the facing if it's a directional machine like body scanners or consoles.&lt;br /&gt;
*Use a [[wrench]] on it to secure the frame to the floor.&lt;br /&gt;
*Insert the [[circuit board]] for the machine you are making into the frame. (Get these from R&amp;amp;D.) [[File:Circuit Frame.png]]&lt;br /&gt;
*Apply a screwdriver to secure the circuit board. [[File:Machine Frame.png]]&lt;br /&gt;
*Insert wires into the frame.[[File:Wired Frame.png]]&lt;br /&gt;
*You can now examine the frame to see what extra parts the machine needs. (Also get these parts from R&amp;amp;D. You can use upgraded parts for some machines!)&lt;br /&gt;
*After inserting all required parts (examining will give a message along the lines of 'Requires nothing'), use a screwdriver on it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some machines can be [[Research_Director#Upgrading_the_station|upgraded by science]] to make them more efficient.&lt;br /&gt;
&lt;br /&gt;
=Machines=&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;margin-right: 500px;&amp;quot;&lt;br /&gt;
! style='background-color:#9c9c9c;'|&lt;br /&gt;
! style='background-color:#9c9c9c;'|Name &lt;br /&gt;
! style='background-color:#9c9c9c;'|Parts needed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clone.gif|64px]]&lt;br /&gt;
!Cloning Pod&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Scanning Modules &lt;br /&gt;
 1 Console screen &lt;br /&gt;
|-&lt;br /&gt;
![[File:Scanner.gif|64px]]&lt;br /&gt;
!Cloning Scanner&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 1 Scanning Module &lt;br /&gt;
 1 Console screen &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Autolathe.gif|64px]]&lt;br /&gt;
!Autolathe&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 3 Matter bins &lt;br /&gt;
 1 Console screen &lt;br /&gt;
|-&lt;br /&gt;
![[File:Protolathe.gif|64px]]&lt;br /&gt;
!Protolathe&lt;br /&gt;
!&lt;br /&gt;
 2 Small beakers&lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Matter bins &lt;br /&gt;
|-&lt;br /&gt;
![[File:Destructive_analyzer.gif|64px]]&lt;br /&gt;
!Deconstructive Analyser&lt;br /&gt;
!&lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 1 Scanning Module &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuit_imprinter.gif|64px]]&lt;br /&gt;
!Circuit Imprinter&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 2 Small beakers&lt;br /&gt;
|-&lt;br /&gt;
![[File:Broadcaster.gif|64px]]&lt;br /&gt;
!Subspace Broadcaster&lt;br /&gt;
!&lt;br /&gt;
 1 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 subspace crystal&lt;br /&gt;
 1 subspace filter&lt;br /&gt;
 2 High-powered Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sreceiver.gif|64px]]&lt;br /&gt;
!Subspace Receiver&lt;br /&gt;
!&lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 Scanning Module &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
 1 subspace filter&lt;br /&gt;
 1 subspace ansible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exofab.png|64px]]&lt;br /&gt;
!Exosuit Fabricator&lt;br /&gt;
!&lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 2 Matter bins &lt;br /&gt;
 1 Console screen &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rndserver.png|64px]]&lt;br /&gt;
!RnD Scanner&lt;br /&gt;
!&lt;br /&gt;
 2 Cable coils&lt;br /&gt;
 1 Scanning module&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hub.gif|64px]]&lt;br /&gt;
!Telecoms Hub&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Subspace filters &lt;br /&gt;
|-&lt;br /&gt;
![[File:Bus.gif|64px]]&lt;br /&gt;
!Telecoms Bus&lt;br /&gt;
!&lt;br /&gt;
 1 Piece of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 Subspace filters &lt;br /&gt;
|-&lt;br /&gt;
![[File:Relay.gif|64px]]&lt;br /&gt;
!Telecoms Relay&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Subspace filters &lt;br /&gt;
|-&lt;br /&gt;
![[File:Server.gif|64px]]&lt;br /&gt;
!Telecoms Server&lt;br /&gt;
!&lt;br /&gt;
 1 Piece of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 Subspace filter &lt;br /&gt;
|-&lt;br /&gt;
![[File:Pro.gif|64px]]&lt;br /&gt;
!Telecoms Processer&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 3 Manipulators &lt;br /&gt;
 1 Subspace filter &lt;br /&gt;
 2 Subspace treatment&lt;br /&gt;
 1 Subspace analyzer&lt;br /&gt;
 1 Subspace amplifier&lt;br /&gt;
|-&lt;br /&gt;
![[File:pacman.png|64px]]&lt;br /&gt;
!P.A.C.M.A.N.-type portable Generator&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Micro-laser &lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Capacitor&lt;br /&gt;
|-&lt;br /&gt;
![[File:superpacman.png|64px]]&lt;br /&gt;
!S.U.P.E.R.P.A.C.M.A.N.-type portable Generator&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Micro-laser &lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Capacitor&lt;br /&gt;
|-&lt;br /&gt;
![[File:CyborgRecharger.png|64px]]&lt;br /&gt;
!Cyborg Recharging Station&lt;br /&gt;
!&lt;br /&gt;
 2 Capacitors&lt;br /&gt;
 1 Power Cell&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
|-&lt;br /&gt;
![[File:Freezer.gif|64px]]&lt;br /&gt;
!Gas Cooling System&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
 2 Capacitors&lt;br /&gt;
 2 Pieces of Cable&lt;br /&gt;
|-&lt;br /&gt;
![[File:Heater.png|64px]]&lt;br /&gt;
!Gas Heating System&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
 2 Capacitors&lt;br /&gt;
 5 Pieces of Cable&lt;br /&gt;
|-&lt;br /&gt;
![[File:Biogenerator.gif|64px]]&lt;br /&gt;
!Biogenerator&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borgcharger.png|64px]]&lt;br /&gt;
!Borg Recharger&lt;br /&gt;
!&lt;br /&gt;
 2 Capacitators&lt;br /&gt;
 2 Manipulators&lt;br /&gt;
 1 Power cell&lt;br /&gt;
 5 Pieces of cable&lt;br /&gt;
|-&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Basic_Construction&amp;diff=670</id>
		<title>Basic Construction</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Basic_Construction&amp;diff=670"/>
		<updated>2023-12-15T18:07:38Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Ports Basic Construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to do any job like station engineer you need to know how to build and demolish stuff.&lt;br /&gt;
&lt;br /&gt;
For a full list of things you can construct and take apart, see the [[Guide to Construction]].&lt;br /&gt;
&lt;br /&gt;
== What you'll need ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Tools ===&lt;br /&gt;
&lt;br /&gt;
Before you can begin any construction or de-construction you need to gather a few useful tools.&lt;br /&gt;
&lt;br /&gt;
These tools can be found in any blue mechanical toolbox on the station.&lt;br /&gt;
&lt;br /&gt;
 {{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = [[Crowbar]]&lt;br /&gt;
 |image = Crowbar.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
'''Additional Uses:''' Opening unpowered doors, bashing heads in&lt;br /&gt;
&lt;br /&gt;
 {{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = [[Screwdriver]]&lt;br /&gt;
 |image = Screwdriver tool.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
'''Additional Uses:''' Opening panels, poking eyes&lt;br /&gt;
&lt;br /&gt;
 {{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = [[Welder]]&lt;br /&gt;
 |image = Welderon.gif&lt;br /&gt;
 }}&lt;br /&gt;
'''Additional Uses:''' Welding doors, burning people, breaking glass.&lt;br /&gt;
&lt;br /&gt;
You will need a welding mask if you plan to do more than a little welding, also remember to turn off before you refill.&lt;br /&gt;
&lt;br /&gt;
 {{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = [[Wirecutters]]&lt;br /&gt;
 |image = Wirecutters.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
'''Additional Uses:''' Cutting people, wires and grills.&lt;br /&gt;
&lt;br /&gt;
 {{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = [[Wrench]]&lt;br /&gt;
 |image = Wrench.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
'''Additional Uses:''' Securing gas tanks, killing spys, fitting pipes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
To build anything you need materials, the two main materials are [[Construction_Materials#Metal|Metal]] [[File:Metal.png]] and [[Construction_Materials#Glass|Glass]] [[File:Glass.png]], these can be found around the station, ordered from the [[Quartermaster]] or salvaged from parts of the station itself. If [[botanist]]s are growing tower caps, you will have planks [[File:Planks.png]] to build with.&lt;br /&gt;
&lt;br /&gt;
Once you have your tools and material you can starting building.&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
&lt;br /&gt;
=== Chairs ===&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chair.png]]Chair&lt;br /&gt;
|[[File:Metal.png]]x1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Decoration&lt;br /&gt;
*Electric Chair&lt;br /&gt;
*Chair Cuffing&lt;br /&gt;
*Buckling in&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Stand where you want the chair.&lt;br /&gt;
* Pick up some metal.&lt;br /&gt;
* Click the metal in hand.&lt;br /&gt;
* Select chair from menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stools ===&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stool.png]]Stool&lt;br /&gt;
|[[File:Metal.png]]x1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Decoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Stand where you want the stool.&lt;br /&gt;
* Pick up some metal.&lt;br /&gt;
* Click the metal in hand.&lt;br /&gt;
* Select stool from menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tables ===&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:table.png]]Table or [[File:woodtable.png]] Wooden Table&lt;br /&gt;
|[[File:Metal.png]]x1 and any other stacked material x1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Decoration.&lt;br /&gt;
*Tabling.&lt;br /&gt;
*Ghetto [[Surgery]].&lt;br /&gt;
*Placing items on.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Pick up some steel sheets.&lt;br /&gt;
* Click the metal in hand.&lt;br /&gt;
* Select table frame from menu.&lt;br /&gt;
* Use either steel or another material to add plating to the table frame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:r-table.png]]Reinforced Table&lt;br /&gt;
|[[File:Metal.png]]x1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*A table with added security&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Follow the instructions above to create metal table parts&lt;br /&gt;
* Hold the stack you're using to reinforce the table in your hands.&lt;br /&gt;
* Drag the stack from your hands onto the table.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
&lt;br /&gt;
This is the standard type of wall found around the station, they are easy to construct and remove but are not as strong as reinforced walls. They also come in the hidden variety.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wall.png]] Steel Wall&lt;br /&gt;
|[[File:Metal.png]]x4&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Keeping people out.&lt;br /&gt;
*Keeping people in.&lt;br /&gt;
*Keeping people from going places.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Stand where you want the wall.&lt;br /&gt;
* Click the metal in hand.&lt;br /&gt;
* Select girder from the menu.&lt;br /&gt;
* Click the girder again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hidden Walls'''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wall.png]] Hidden Wall&lt;br /&gt;
|[[File:Metal.png]]x4&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Almost undetectable escape route.&lt;br /&gt;
*Otherwise, same as normal wall.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Stand where you want the wall.&lt;br /&gt;
* Click the metal in hand.&lt;br /&gt;
* Select girder from the menu.&lt;br /&gt;
* Click the girder holding a crowbar.&lt;br /&gt;
* Click the girder holding the metal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reinforced Walls==&lt;br /&gt;
&lt;br /&gt;
This is the reinforced type of wall found in secure areas of station, they are reasonably simple to construct, but are very time consuming to remove. They also come in the hidden variety.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:r_wall.png]] Reinforced Plasteel Wall&lt;br /&gt;
|[[File:Metal.png]]x2 [[File:Metal_r.png]]x4 [[File:Screwdriver_tool.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Keeping people in and out of high security areas.&lt;br /&gt;
*Keeping people from going into secure places.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Stand where you want the reinforced wall.&lt;br /&gt;
* Click the metal in hand.&lt;br /&gt;
* Select girder from the menu.&lt;br /&gt;
* Use the screwdriver on the girder to begin reinforcing.&lt;br /&gt;
* Click on the girder with the reinforced metal to reinforce it.&lt;br /&gt;
* Click the girder again with the last piece of reinforced metal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hidden Reinforced Walls'''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:r_wall.png]] Hidden Reinforced Wall&lt;br /&gt;
|[[File:Metal.png]]x2 [[File:Metal_r.png]]x4 [[File:Screwdriver_tool.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Almost undetectable escape route.&lt;br /&gt;
*Otherwise, same as reinforced wall.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Stand where you want the hidden reinforced wall.&lt;br /&gt;
* Click the metal in hand.&lt;br /&gt;
* Select girder from the menu.&lt;br /&gt;
* Click the girder holding a crowbar.&lt;br /&gt;
* Use the screwdriver on the girder to begin reinforcing.&lt;br /&gt;
* Click on the girder with the reinforced metal to reinforce it.&lt;br /&gt;
* Click the girder holding the reinforced metal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
Windows come in 2 types: Full and One Direction. Full is basically a weaker, see-through and shoot-through wall, while one direction allows the square it is on to be entered from any direction, except the direction it's facing.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glass_panel.png]] [[File:Glass_wall.png]] Windows&lt;br /&gt;
|[[File:Glass.png]]x2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Full: See Wall. Usually only used if you don't have enough.&lt;br /&gt;
for 2-4 one directions or the metal for a wall.&lt;br /&gt;
*One Direction: Stops movement only from the way it faces.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Click the glass in hand.&lt;br /&gt;
* Select Full or One Direction from the menu.&lt;br /&gt;
* Drag where you want it.&lt;br /&gt;
* Rotate to the direction you want, if one directional.&lt;br /&gt;
* Click holding screwdriver.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''amount needs to be corrected''&lt;br /&gt;
&lt;br /&gt;
==Reinforced Windows==&lt;br /&gt;
Reinforced Windows come in 2 types: Full and One Direction. Full is basically a weaker, see-through and shoot-through wall, while one direction allows the square it is on to be entered from any direction, except the direction it's facing.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glass_panel_r.png]] [[File:Glass_wall_r.png]] Windows&lt;br /&gt;
|[[File:Glass_r.png]]x2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Full: See Wall. Usually only used if you don't have enough &lt;br /&gt;
for 2-4 one directions or the metal for a wall.&lt;br /&gt;
*One Direction: Stops movement only from the way it faces.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Click the reinforced glass in hand.&lt;br /&gt;
* Select Full or One Direction from the menu.&lt;br /&gt;
* Drag where you want it.&lt;br /&gt;
* Rotate to the direction you want, if one directional.&lt;br /&gt;
* Click holding screwdriver.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grilles==&lt;br /&gt;
Grilles are usually used in combination with directional windows. They allow gases and energy rounds to pass through them, but stop other objects. They can also be electrified for high security areas.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color: #FFEE88;&amp;quot;&lt;br /&gt;
!Object&lt;br /&gt;
!Requires&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grille.png]] Grille&lt;br /&gt;
|[[File:Rods.png]]x2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
*Keeping people in or out.&lt;br /&gt;
*Securing an area with electrified grilles.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;|&lt;br /&gt;
* Stand where you would like the grille to be placed.&lt;br /&gt;
* Click the metal rods in hand.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wiring==&lt;br /&gt;
You cannot construct wires. They are only available right now from yellow tool boxes, or scattered about the station's construction and storage areas.&lt;br /&gt;
&lt;br /&gt;
*All wires are electrified if connected to a power net (a charged SMES battery is attached to the wire), and you will get fried if you touch them.&lt;br /&gt;
*[[Insulated gloves]] negate any electrical shocks to the player.&lt;br /&gt;
&lt;br /&gt;
Let's say you have the following situation to fix:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How do I wire?===&lt;br /&gt;
Wires are directionally dependent on where you set them down, and will apply adjacently to each &amp;quot;tile&amp;quot; you are standing by.&lt;br /&gt;
Wires will always face inwards to you, sort of like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Wire laying1.png]]&lt;br /&gt;
&lt;br /&gt;
This image was made by standing in the center tile with a wire coil in hand and clicking on all 8 surrounding tiles.&lt;br /&gt;
&lt;br /&gt;
In situations where you can't place a wire like this you have an alternative way. Just stand on a tile, face the direction you want it to go (ctrl+arrow key) and click the tile you're standing on.&lt;br /&gt;
&lt;br /&gt;
[[File:Wire laying2.png]]&lt;br /&gt;
&lt;br /&gt;
This image was made by standing on the tile, pressing ctrl + left arrow key and then clicking the tile. The cable coil was in my active hand.&lt;br /&gt;
&lt;br /&gt;
=== Dot wiring ===&lt;br /&gt;
&lt;br /&gt;
Let's say you have a situation that you need to fix:&lt;br /&gt;
&lt;br /&gt;
[[File:Wiring situation.png]]&lt;br /&gt;
&lt;br /&gt;
The easiest method of wiring is dot-wiring. Also known as unsmooth or non-smooth wiring.&lt;br /&gt;
&lt;br /&gt;
Fixing this is simple:&lt;br /&gt;
&lt;br /&gt;
[[File:wire_1_1.png]] -&amp;gt; [[File:wire_1_2.png]] -&amp;gt; [[File:wire_1_3.png]]. Done.&lt;br /&gt;
&lt;br /&gt;
You just position yourself properly and click the tile to lay down wire. Make sure you click on the plating (floor) and not the already laid wire. This is because:&lt;br /&gt;
&lt;br /&gt;
[[File:wire_2_1.png]] + [[File:wire_2_2.png]] = [[File:wire_2_3.png]]&lt;br /&gt;
&lt;br /&gt;
This might look about the same as in the previous image, however it's not. In the previous image your ending result had three pieces of wire, one going from the east to the center, one going from the north to the center and one going from the west to the center. In this situation you have two pieces of wire. One going east to west and one going north to center. The two wires don't meet in the center, because the horizontal wire is going east-west without it having a point (or dot) in the center.&lt;br /&gt;
&lt;br /&gt;
===Smooth Wiring===&lt;br /&gt;
&lt;br /&gt;
Just click on wires that are &amp;quot;knotted&amp;quot; at on end (you just need to click on the wire, not the little knotted dot).&lt;br /&gt;
Smooth wires do not power other wires on their same tile. So make sure to apply to the source wire, or the connective tip.&lt;br /&gt;
&lt;br /&gt;
To fix this situation with smooth wire you'll have to follow the steps:&lt;br /&gt;
&lt;br /&gt;
[[File:Wire_1_1.png]] -&amp;gt; [[File:Wire_3_2.png]] -&amp;gt; [[File:Wire_3_3.png]] -&amp;gt; [[File:Wire_3_4.png]]. Done.&lt;br /&gt;
&lt;br /&gt;
In this method you first lay one cable to go from one of the directions to the center (image 1). You then position yourself in another direction and click on the already laid wire piece (and not the floor!). This will make the already placed piece and the new piece combine into one smooth piece of wire (image 2). You then place another piece to go from the last remaining direction to the center (image 3) and click it from the last direction to make a 2nd smooth piece of wire (image 4).&lt;br /&gt;
&lt;br /&gt;
This method often uses up more wire than dot-wiring, but it's prettier and usually preferred.&lt;br /&gt;
&lt;br /&gt;
===Cut the Wire===&lt;br /&gt;
Use wire cutters to trim wires! Simple as that.&lt;br /&gt;
*Wear insulated gloves if you value your life.&lt;br /&gt;
===Wire-net reset===&lt;br /&gt;
This is byond's attempt to &amp;quot;reset&amp;quot; the whole power net in order to deal with new/ removed wires that shift the power value of a whole system. It will cause APCs to stop charging for a moment, and in huge nets it  can shut down the charging of all APCs for a while.&lt;br /&gt;
*Don't mess with wires unless you have to, it causes problems to everyone in both OOC (due to potential lag) and IC (power loss).&lt;br /&gt;
&lt;br /&gt;
==Pipes==&lt;br /&gt;
===How do I get pipes?===&lt;br /&gt;
Pipes are only constructed from pipe dispensers in atmospherics.&lt;br /&gt;
To use a pipe dispenser, follow these steps:&lt;br /&gt;
#Put dispenser in a powered area.&lt;br /&gt;
#Wrench Dispenser to lock it into place.&lt;br /&gt;
#Click on the pipe dispenser with an empty hand and select the pipes you wish to use.&lt;br /&gt;
#You have a pipe to play with now.&lt;br /&gt;
#Wrench dispenser to make it mobile once more.&lt;br /&gt;
&lt;br /&gt;
===Placing and removing pipes===&lt;br /&gt;
====Disposal====&lt;br /&gt;
#Rotate the pipe to the direction you wish the pipe to be in.&lt;br /&gt;
#Use a lit welder to fuse the pipe to the ground.&lt;br /&gt;
====Gas pipes====&lt;br /&gt;
#Rotate the pipe to the direction you wish (pay attention to gas pumps as they are direction dependent).&lt;br /&gt;
#Wrench into place.&lt;br /&gt;
#Turn on the pipe if necessary.&lt;br /&gt;
====How to remove a pipe====&lt;br /&gt;
#Perform the step you used to set the pipe into place in reverse (make sure the pipe is powered off).&lt;br /&gt;
#Brace for any junk that might blast out of the pipe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Construction&amp;diff=669</id>
		<title>Guide to Construction</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Construction&amp;diff=669"/>
		<updated>2023-12-15T18:06:44Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates guide to construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the basics on construction and deconstruction, see [[Basic Construction]].&amp;lt;br /&amp;gt;&lt;br /&gt;
For the construction of machines, see [[Guide to Advanced Construction]].&amp;lt;br /&amp;gt;&lt;br /&gt;
For the construction of weapons, see [[Improvised Weapons]].&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
=== [[Construction materials|Advanced Materials]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Rods.png]] [[Construction materials#Rods|Rods]] ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Metal.png|Metal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and click &amp;quot;2x metal rods&amp;quot; (makes two sets of rods)&lt;br /&gt;
&lt;br /&gt;
==== [[File:Floor_Tiles.png]] [[Construction materials#Floor tile|Floor tiles]] ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Metal.png|Metal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and click &amp;quot;4x floor tiles&amp;quot; (makes 4 floor tiles)&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_r.png]] [[Construction materials#Reinforced glass|Reinforced Glass]] ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods]], 1 x [[File:Glass.png|Glass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''rods'''&amp;lt;/font&amp;gt; on &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[File:Metal_r.png]] [[Construction materials#Reinforced metal|Reinforced Metal]] ====&lt;br /&gt;
Smelted with a combination of iron ore, coal and platinum ore ore at the [[Mining#The_Ores|Mining]] furnace.&lt;br /&gt;
&lt;br /&gt;
=== Floor ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Lattice.png]] Lattice ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods]]&lt;br /&gt;
|}&lt;br /&gt;
 The basic base for all types of construction, this is placed directly in space.&lt;br /&gt;
 Place by having rods in your hand, and clicking on a empty space tile.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Plating.png]] Plating ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Floor_Tiles.png|Floor tile]]&lt;br /&gt;
|}&lt;br /&gt;
 The basic floor which you put things like wires and pipes upon, 'all' floor is built ontop of this.&lt;br /&gt;
 Place by having the floor tile in your hand, and click on a lattice.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Floor.png]] Steel Floor ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Floor Tiles.png|Floor tile]]&lt;br /&gt;
|}&lt;br /&gt;
 This is the basic &amp;quot;nice&amp;quot; floor, this floor should be considered used in all public areas, hence why &lt;br /&gt;
 there's none of these in maintence.&lt;br /&gt;
  Place by having the floor tile in your hand, and click on a Plating tile.  &lt;br /&gt;
&lt;br /&gt;
==== [[File:LightFloor.gif]] Light Floor ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Glass.png|Glass]], 1 x [[File:Metal.png|Metal]], 5 x [[File:CableCoils.png|Wire Coil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  ''Assuming there already is a plating''&lt;br /&gt;
  Use the wire on glass&lt;br /&gt;
  Use the metal on the tile you get&lt;br /&gt;
  Place the light tile on the plating&lt;br /&gt;
&lt;br /&gt;
=== [[File:Wall.png]] Walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 2 x [[File:Metal.png|Metal]] OR any stacked material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'wall girders' from the list&lt;br /&gt;
  Use the remaining 2 sheets of &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; (or some other material) on the girders&lt;br /&gt;
&lt;br /&gt;
=== [[File:R_wall.png]] Reinforced walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 4 x [[File:Metal_r.png|Reinforced metal]] OR any stacked material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'wall girders' form the list&lt;br /&gt;
  Right-click on the girders with your &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''reinforced metal'''&amp;lt;/font&amp;gt; (or some other material) in hand and choose &amp;quot;Reinforce girder&amp;quot;&lt;br /&gt;
  Use the last sheet of &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''reinforced metal'''&amp;lt;/font&amp;gt; (or some other material) on the reinforced girders to finish the wall&lt;br /&gt;
&lt;br /&gt;
=== [[File:Grille.png]] Grille ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Rods.png|Rods]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Stand where you wish the grille to be placed&lt;br /&gt;
  Click on the stack of 2 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''rods'''&amp;lt;/font&amp;gt; with the hand you have them in&lt;br /&gt;
&lt;br /&gt;
=== Glass panels ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_panel.png]] One directional ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Glass.png|Glass]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;one direct&amp;quot; button&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Use the screwdriver to fasten it down&lt;br /&gt;
&lt;br /&gt;
  Alternatively:&lt;br /&gt;
  Use the glass on a grille.&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Use the screwdriver to fasten it down&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_wall.png]] Full ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Glass.png|Glass]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;full&amp;quot; button&lt;br /&gt;
  Use the screwdriver to fasten it down&lt;br /&gt;
&lt;br /&gt;
=== Reinforced glass panels ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_panel_r.png]] One directional ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Glass_r.png|Reinforced glass]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;one direct&amp;quot; button&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Screwdriver (Secure frame to floor.)&lt;br /&gt;
  Crowbar (Pop pane in.)&lt;br /&gt;
  Screwdriver (Secure pane.)&lt;br /&gt;
&lt;br /&gt;
  Alternatively:&lt;br /&gt;
  Use the reinforced glass on a grille.&lt;br /&gt;
  Right-click the new pane and rotate it&lt;br /&gt;
  Screwdriver (Secure frame to floor.)&lt;br /&gt;
  Crowbar (Pop pane in.)&lt;br /&gt;
  Screwdriver (Secure pane.)&lt;br /&gt;
&lt;br /&gt;
==== [[File:Glass_wall_r.png]] Full ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Glass_r.png|Reinforced glass]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;full&amp;quot; button&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Crowbar&lt;br /&gt;
  Screwdriver &lt;br /&gt;
&lt;br /&gt;
==== [[File:windoor.png]] Window-door (Windoor) ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Glass_r.png|Reinforced glass]], 4x [[File:Rods.png|Rods]], 1x [[File:CableCoils.png|Wire coil]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]], 1x [[File:Circuitboard.png|Circuitboard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt; pane&lt;br /&gt;
  Click the &amp;quot;Windoor&amp;quot; button&lt;br /&gt;
  Wrench&lt;br /&gt;
  Rods(Optional: To create a secure windoor)&lt;br /&gt;
  Cable&lt;br /&gt;
  Airlock Electronics&lt;br /&gt;
  Crowbar&lt;br /&gt;
&lt;br /&gt;
=== Hidden Door ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:False_Wall.gif]] Regular ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal.png|Metal]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'Build wall girders' form the list&lt;br /&gt;
  Use crowbar on girders and wait a few seconds for the girders to dislodge.&lt;br /&gt;
  Use the remaining 2 sheets of &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; on the girders&lt;br /&gt;
&lt;br /&gt;
To turn a wall into a hidden door, follow the deconstruction guide for the wall type until the final wrenching, and instead proceed from the &amp;quot;Use crowbar on girders&amp;quot; line above.&lt;br /&gt;
&lt;br /&gt;
==== [[File:False_Wall_r.gif]] Reinforced ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]],2 x [[File:Metal_r.png|Reinforced metal]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; in your hand to open the construction panel,&lt;br /&gt;
  Choose 'Build wall girders' form the list&lt;br /&gt;
  Use crowbar on girders and wait a few seconds for the girders to dislodge.&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''reinforced metal'''&amp;lt;/font&amp;gt; on the dislodged girders twice to finish it&lt;br /&gt;
&lt;br /&gt;
=== Wall Mountings ===&lt;br /&gt;
==== [[File:APC.png]] APC ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Power Control Module, [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Power_cell.png|Power Cell]], [[File:Crowbar.png|Crowbar]], [[File:Id regular.png|Authorized ID]]&lt;br /&gt;
|}&lt;br /&gt;
  Use the 2 sheets of metal and create an APC frame. &lt;br /&gt;
  Place the frame on the wall you wish to attach the APC to.&lt;br /&gt;
  Add the Power control module to the APC &lt;br /&gt;
  add the wire coil.&lt;br /&gt;
  Use the screw driver on the APC.&lt;br /&gt;
  Insert the Power Cell.&lt;br /&gt;
  Crowbar shut. It starts ID locked, with the cover engaged and the main switch turned off.&lt;br /&gt;
APCs may only be placed in areas which have been defined as a Station Area using the Chief Engineer's [[High-risk_items|Station Blueprints]]. If you're trying to replace a broken APC, you can get the cover off by breaking it, likely with a fire extinguisher.&lt;br /&gt;
&lt;br /&gt;
==== [[File:AirAlarm.png]] Air Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Air Alarm Electronics, [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Use 5 steel sheets to construct a &amp;quot;Frame&amp;quot;.&lt;br /&gt;
 Pick up the &amp;quot;Frame Parts&amp;quot; that you just created.&lt;br /&gt;
 With Frame Parts selected in your hands. Click on a wall to  open a menu. Select &amp;quot;Air Alarm.&amp;quot; A air alarm will be placed on the wall.&lt;br /&gt;
 Secure the Air alarm with a wrench.&lt;br /&gt;
 Insert circuit board (Air alarm) into the Air Alarm.&lt;br /&gt;
 Use screw driver on it.&lt;br /&gt;
 Add 5 wires to it.&lt;br /&gt;
 Use screw driver on it.&lt;br /&gt;
&lt;br /&gt;
==== [[File:FireAlarm.png]] Fire Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Fire Alarm Electronics, [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Use 5 steel sheets to construct a &amp;quot;Frame&amp;quot;.&lt;br /&gt;
 Pick up the &amp;quot;Frame Parts&amp;quot; that you just created.&lt;br /&gt;
 With Frame Parts selected in your hands. Click on a wall to  open a menu. Select &amp;quot;Fire Alarm.&amp;quot; A fire alarm will be placed on the wall.&lt;br /&gt;
 Secure the Fire Alarm with a wrench.&lt;br /&gt;
 Insert circuit board (fire alarm) into the Fire Alarm.&lt;br /&gt;
 Use a screw driver on the fir alarm.&lt;br /&gt;
 Add add 5 wires worth of cable into the fire alarm.&lt;br /&gt;
 Use a screw driver on the fire alarm.&lt;br /&gt;
&lt;br /&gt;
=== Floor mounts ===&lt;br /&gt;
&lt;br /&gt;
==== Holopad ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 2 x [[File:Glass_r.png|Reinforced glass]] , 1x [[File:CableCoils.png|Wire coil]],  1x [[File:Circuitboard.png|Circuitboard]] Holopad, [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Use 2 steel sheets to build APC frame.&lt;br /&gt;
 Click on the APC frame while it's in your had to open a menu.&lt;br /&gt;
 Select holopad.&lt;br /&gt;
 Wrench the holopad into place.&lt;br /&gt;
 Insert circuit board (holopad) into the holopad.&lt;br /&gt;
 Use a screwdriver on the holopad.&lt;br /&gt;
 Insert 5 wires worth of cable coil into the holopad.&lt;br /&gt;
 Use 2 glass sheets on the holopad&lt;br /&gt;
 Use screwdriver on the holopad.&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
&lt;br /&gt;
====[[file:Hazard Door.png]] Emergency Shutter ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;350&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal.png|Metal]], [[File:Wrench.png|Wrench]], 1x [[File:CableCoils.png|Wire coil]], 1x [[File:Circuitboard.png|Circuitboard]] Air Alarm Electronics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and make an Emergency Shutter Assembly.&lt;br /&gt;
  Wrench it inplace.&lt;br /&gt;
  Add cables to the apparatus.&lt;br /&gt;
  Add Air Alarm Electronics to it.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Airlock.gif]] Airlock ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;350&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal.png|Metal]], 1x [[File:Glass_r.png|Reinforced glass]], 1x [[File:CableCoils.png|Wire coil]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Circuitboard.png|Circuitboard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; and make an Airlock Assembly &lt;br /&gt;
  Wrench it inplace&lt;br /&gt;
  Use pen to name the Airlock (OPTIONAL)&lt;br /&gt;
  Add reinforced glass (Only if you wish to make a glass airlock)&lt;br /&gt;
  Add wires&lt;br /&gt;
  Unlock the airlock electronic board with an ID&lt;br /&gt;
  Use the airlock electronic board and set the access level&lt;br /&gt;
  Add the airlock electronic board to the airlock frame. &lt;br /&gt;
  Screwdriver to finish&lt;br /&gt;
&lt;br /&gt;
  '''Damaged Airlocks'''&lt;br /&gt;
  Use metal sheets to repair damaged airlocks. Destroyed airlocks must be deconstructed.&lt;br /&gt;
&lt;br /&gt;
=== Misc buildings. ===&lt;br /&gt;
&lt;br /&gt;
==== [[File:Computer_Solar.png]] Computers ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Metal.png|Metal]], 2x [[File:Glass.png|Glass]], 1x [[File:CableCoils.png|Wire coil]] (5 pieces), [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Circuitboard.png|Circuitboard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use the &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; to open the construction panel&lt;br /&gt;
  Choose Computer frame&lt;br /&gt;
  Wrench it inplace&lt;br /&gt;
  Insert Circuitboard&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Wires&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''glass'''&amp;lt;/font&amp;gt;&lt;br /&gt;
  Screwdriver to finish&lt;br /&gt;
&lt;br /&gt;
==== [[File:AILarge.gif]] AI Core ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|4 x [[File:Metal_r.png|Reinforced metal]], 2x [[File:Glass_r.png|Reinforced Glass]], 1x [[File:CableCoils.png|Wire Coil]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], 1x [[File:Circuitboard.png|AI Circuitboard]], optional: [[File:Brain.png|Human brain]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  [[File:0AICore.png]]Build Frame from 4 &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''plasteel sheets'''&amp;lt;/font&amp;gt; &lt;br /&gt;
  Wrench into place &lt;br /&gt;
  [[File:1AICore.png]]Add Circuit board &lt;br /&gt;
  [[File:2AICore.png]]Screwdriver &lt;br /&gt;
  [[File:3AICore.png]]Add wires &lt;br /&gt;
  [[File:4AICore.png]]Add brain placed in an MMI or a Posibrain (only if you want a NEW AI) &lt;br /&gt;
  [[File:5AICore.png]]Add &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''reinforced glass'''&amp;lt;/font&amp;gt;&lt;br /&gt;
  Screwdriver&lt;br /&gt;
&lt;br /&gt;
=== [[File:Autolathe.gif]] Machine ===&lt;br /&gt;
&lt;br /&gt;
Their construction detailed in the [[Guide_to_advanced_construction|machine construction guide.]]&lt;br /&gt;
&lt;br /&gt;
=== [[File:lightfixture.png]] Light Fixture ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Metal.png|Metal]], 1x [[File:CableCoils.png|Wire Coil]], light tube/bulb,[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Build frame from 2 metal sheets (or 1 metal sheet for small lights)&lt;br /&gt;
  Place frame on wall&lt;br /&gt;
  Add wires&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Add light tube (or light bulb for small fixtures)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Security_Camera.gif]] Security Camera ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x Camera Assembly, 1x [[File:CableCoils.png|Wire Coil]], [[File:Wrench.png|Wrench]], [[File:Welderon.gif|Welder]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Place the camera assembly on the tile where'd you like the camera to be.&lt;br /&gt;
  Wrench it into position&lt;br /&gt;
  Weld it to the wall.&lt;br /&gt;
  Add any additional upgrades. (OPTIONAL)&lt;br /&gt;
  Add wire.&lt;br /&gt;
  Screwdriver the camera to complete it.&lt;br /&gt;
  Set camera network (default is SS13)&lt;br /&gt;
  Set camera direction&lt;br /&gt;
&lt;br /&gt;
For upgrades, insert solid plasma for EMP proofing, a carrot for X-Ray and a proximity sensor for Motion.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Turret.PNG]] Turrets ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!requires&lt;br /&gt;
|-&lt;br /&gt;
|7 x [[File:Metal.png|Metal]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Welderon.gif|Welder]], 1 x any energy-based gun , 1 x proximity sensor&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
  Build a turret frame from &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt;&lt;br /&gt;
  Use a wrench to secure the turret frame(it can be moved around before being secured)&lt;br /&gt;
  Use metal on the turret frame to build the cover&lt;br /&gt;
  Use a wrench on the frame to bolt the cover&lt;br /&gt;
  Add the gun&lt;br /&gt;
  Add the prox sensor&lt;br /&gt;
  Use a screwdriver to secure it all&lt;br /&gt;
  Use more &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;'''metal'''&amp;lt;/font&amp;gt; on the frame&lt;br /&gt;
  Finally use a welder to secure the second layer of metal&lt;br /&gt;
&lt;br /&gt;
=== [[File:Floorbot.gif]][[File:Generic_borg.png]][[File:Ripley.png]]Robots, cyborgs and mechs ===&lt;br /&gt;
Their construction is described: [[Guide_to_robotics#Bots|robots]], [[Guide_to_robotics#Cyborgs|cyborgs]] and [[Guide_to_robotics#Mechs|mechs]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Flamethrower.gif]] Flamethrower ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Welderon.gif|Welder]], [[File:Igniter.png|Igniter]], [[File:Handheld-Plasmatank.png|Phoron Tank]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the welder&lt;br /&gt;
  Add rods to the welder to create the flamethrower&lt;br /&gt;
  Screwdriver the igniter&lt;br /&gt;
  Add the igniter to the flamethrower&lt;br /&gt;
  Screwdriver to finish&lt;br /&gt;
  Load a Phoron tank - high pressures work best&lt;br /&gt;
&lt;br /&gt;
You can also get one from a hacked [[Autolathe]], minus the plasma tank.&lt;br /&gt;
It is not very useful but it is used in science and it can destroy alien weeds.&lt;br /&gt;
&lt;br /&gt;
=== [[File:disposal_pipe.png]][[File:disposal_bin.png]][[File:disposal_outlet.png]] Disposal Pipes and Machinery ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x Disposal Pipe/Machine, [[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Retrieve the pipe/machine from the Disposal Pipe Dispenser (found in [[Atmospherics|Atmosia]])&lt;br /&gt;
  Crowbar floortile if exists to access plating&lt;br /&gt;
  Move pipe over plating, rotate and flip using the rightclick menu&lt;br /&gt;
  Wrench pipe&lt;br /&gt;
  Weld pipe&lt;br /&gt;
&lt;br /&gt;
=== [[File:solar_assembly.png]][[File:solar_panel.png]][[File:solar_tracker.png]] Solar Panels and Trackers ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:solar_assembly.png|Solar Assembly]], [[File:Wrench.png|Wrench]], [[File:Glass.png|Glass]] or [[File:Glass_r.png|Reinforced Glass]], [[File:Circuitboard.png|Tracker Electronics]] (OPTIONAL)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Place the solar assembly on where you want to construct your solar panel/tracker. To connect it to a wire you must construct it under a wire node.&lt;br /&gt;
  Wrench the solar assembly into place.&lt;br /&gt;
  Add the electronics if you want to create a solar tracker (OPTIONAL)&lt;br /&gt;
  Finish the construction by placing glass, or reinforced glass, into the assembly frame.&lt;br /&gt;
&lt;br /&gt;
=== Bookcase ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5 x [[File:Planks.png]], [[File:Wrench.png|Wrench]],&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Construct a frame with 4 wooden planks.&lt;br /&gt;
  Wrench the frame into place.&lt;br /&gt;
  Add a plank to the frame to make a shelf.&lt;br /&gt;
&lt;br /&gt;
===[[File:Quantum Pad.gif]] Quantum Pad===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;600&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bluespace Crystal.png|Bluespace Crystal]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:CableCoils.png|Cable Coils]], 1x Manipulator (Quality determines how quickly it can teleport), 1x Capacitor (Quality determines how quickly it charges), 5x [[File:Metal.png|Steel Sheets]], [[File:Circuitboard.png|Circuit (Quantum Pad)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Find a building site atop of a wire knot (in front of an APC works well).&lt;br /&gt;
  Construct frame parts with the steel sheets.&lt;br /&gt;
  Construct a machine frame with the frame parts.&lt;br /&gt;
  Wrench the machine frame in place.&lt;br /&gt;
  Add the circuit (qauntum pad) to the machine frame.&lt;br /&gt;
  Screwdriver the frame.&lt;br /&gt;
  Add Cable to the frame.&lt;br /&gt;
  Add the Bluespace Crystal to the frame.&lt;br /&gt;
  Add the manipulator to the frame.&lt;br /&gt;
  Add the capacitor to the frame.&lt;br /&gt;
  Add more cable, and the quantum pad should now look complete.&lt;br /&gt;
  IMPORTANT: Linking to another quantum pad requires you to copy the buffer data from this quantum pad and vice versa.&lt;br /&gt;
  To access the buffer data, use a screwdriver to open the side panel.&lt;br /&gt;
  Use a multitool to copy the data (This data is now saved onto your multitool).&lt;br /&gt;
  Close the panel with a screwdriver.&lt;br /&gt;
  To link back to this teleporter, use the multitool on another quantum pad with the panel '''closed'''. &lt;br /&gt;
  The second quantum pad is now linked to the first and will teleport you back to the original. Obtain the buffer data from the second quantum pad, and teleport back to the first, and add this data to the first pad. You have now got a functional two way teleporter.&lt;br /&gt;
&lt;br /&gt;
== Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
=== Floors ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crowbar.png|Crowbar]], For light floors: [[File:Wirecutters.png|Wirecutters]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  For all floors, use a crowbar on a floor tile to remove it&lt;br /&gt;
  &lt;br /&gt;
  If you're working on a light floor, you can further dismantle the light floor tile:&lt;br /&gt;
    Use a crowbar on the light tile to remove the metal&lt;br /&gt;
    Use wirecutters on the resulting tile to separate wires from glass&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]] (Or [[File:Crowbar.png|Crowbar]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Weld off the plating&lt;br /&gt;
  Wrench the girders apart&lt;br /&gt;
  (Alternately, you can use a Crowbar to dislodge the girders and drag them out of the way)&lt;br /&gt;
&lt;br /&gt;
=== Reinforced walls ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Wirecutters.&lt;br /&gt;
  Screwdriver.&lt;br /&gt;
  Welder.&lt;br /&gt;
  Crowbar.&lt;br /&gt;
  Wrench.&lt;br /&gt;
  Welder.&lt;br /&gt;
  Crowbar.&lt;br /&gt;
  Screwdriver.&lt;br /&gt;
  Wirecutters.&lt;br /&gt;
  Wrench.&lt;br /&gt;
&lt;br /&gt;
=== Grille ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wirecutters.png|Wirecutters]]&amp;lt;br&amp;gt;or&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use wirecutters twice to destroy the grille OR&lt;br /&gt;
  Use screwdriver to unfasten it&lt;br /&gt;
&lt;br /&gt;
First method destroys it, giving two sets of metal rods. Wirecutters will remove it instantly, attacking the grill will instead kick it, requiring a good few kicks. Second loosens the grille, allowing it to be pulled around. Destroying the grill in this method will leave behind a still-secured section of broken grill which may be walked over but is not aesthetically pleasing. Wirecutters will not instantly remove this remnant. However, using a lit welder will destroy it instantly.&lt;br /&gt;
&lt;br /&gt;
=== Glass panels ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]]&amp;lt;br&amp;gt;or&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]],[[File:wrench.png|wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Lots of Welder usage to destroy it&lt;br /&gt;
  or&lt;br /&gt;
  Screwdriver to detach it from its sockets, then wrench to dismantle it to glass sheets.&lt;br /&gt;
&lt;br /&gt;
=== Reinforced glass panels ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crowbar.png|Crowbar]], [[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver to loosen the pane.&lt;br /&gt;
  Crowbar to pop it out.&lt;br /&gt;
  Screwdriver to unscrew the frame.&lt;br /&gt;
&lt;br /&gt;
Hitting the pane repeatedly with a blunt item or welder will smash it into one set of metal rods and a glass shard.&lt;br /&gt;
&lt;br /&gt;
=== Hidden Door (Regular or Reinforced) ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]],[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver&lt;br /&gt;
  Welder&lt;br /&gt;
  Wrench&lt;br /&gt;
&lt;br /&gt;
=== Table ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Wrench to disassemble the plating.&lt;br /&gt;
  Wrench again to dismantle the table frame.&lt;br /&gt;
&lt;br /&gt;
=== Reinforced Table ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Remove the reinforcements with the screwdriver.&lt;br /&gt;
  Wrench to disassemble the plating.&lt;br /&gt;
  Wrench again to dismantle the frame.&lt;br /&gt;
&lt;br /&gt;
=== Wall Mountings ===&lt;br /&gt;
==== APC ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Welderon.gif|Welder]], [[File:Id regular.png|Authorized ID]],&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Swipe Card to unlock APC.&lt;br /&gt;
  Remove Power Cell.&lt;br /&gt;
  Screwdriver to unsecure electronics.&lt;br /&gt;
  Crowbar to lift floor tile in front of APC&lt;br /&gt;
  Wirecutters to remove cables.&lt;br /&gt;
  Crowbar to remove Power Control Board.&lt;br /&gt;
  Welder to remover from wall.&lt;br /&gt;
  Wrenching the frame that is now detached from the wall de-constructs it to two metal sheets.&lt;br /&gt;
  &lt;br /&gt;
==== Air Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Open cover with screwdriver.&lt;br /&gt;
 Cut all the wires using wirecutters.&lt;br /&gt;
 Cut the remaining wires by clicking on the airalarm with wirecutters.&lt;br /&gt;
 Pry out the circuit using the crowbar.&lt;br /&gt;
 Remove the frame from the wall using the wrench.&lt;br /&gt;
&lt;br /&gt;
==== Fire Alarm ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Open cover with screwdriver.&lt;br /&gt;
 Cut the wires by clicking on the firealarm with wirecutters.&lt;br /&gt;
 Pry out the circuit using the crowbar.&lt;br /&gt;
 Remove the frame from the wall using the wrench.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutter ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the shutter to open it's hatch.&lt;br /&gt;
  Crowbar the Electronics out.&lt;br /&gt;
  Wrench the shutter assembly to unsecure it.&lt;br /&gt;
  Weld the unsecured assembly to disassemble it into sheets of metal.&lt;br /&gt;
&lt;br /&gt;
=== Airlock ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Multitool.png|Multitool]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the door.&lt;br /&gt;
  Use multitool and wirecutters to disable everything except the doorbolts as detailed [[Hacking#Airlocks|here.]] Doorbolts must be up for this to work.&lt;br /&gt;
  Weld the door shut.&lt;br /&gt;
  Crowbar the electronics out. (if the door is electrified, this won't work for some reason)&lt;br /&gt;
  Wirecut the wires out.&lt;br /&gt;
  Unsecure it with a wrench.&lt;br /&gt;
  Weld it to deconstruct to metal plates.&lt;br /&gt;
&lt;br /&gt;
Cannot be done to an [[Syndicate_Items#Cryptographic_Sequencer|emagged]] airlock. RCD deconstruction must be used for that. It is possible to build a new airlock over the emagged one.&lt;br /&gt;
&lt;br /&gt;
=== Computers ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver to detach the screen.&lt;br /&gt;
  Crowbar to pry off the screen.&lt;br /&gt;
  Wirecutters to cut the cables.&lt;br /&gt;
  Screwdriver to detach the circuit lid.&lt;br /&gt;
  Crowbar to pry out the circuit.&lt;br /&gt;
  Wrench to detach the frame.&lt;br /&gt;
  Welder to disassemble the frame.&lt;br /&gt;
&lt;br /&gt;
Returns all components used in construction.&lt;br /&gt;
&lt;br /&gt;
=== Machine ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver to open the cover.&lt;br /&gt;
  Crowbar to pry out the circuit.&lt;br /&gt;
  Wirecutters to remove the wires.&lt;br /&gt;
  Wrench to disassemble the frame.&lt;br /&gt;
&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
&lt;br /&gt;
=== Recharge Station ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]], [[File:Id regular.png|Authorized ID]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Unlock the charger with an ID&lt;br /&gt;
  Screwdriver to open the cover.&lt;br /&gt;
  Wrench to dislodge the internal plating.&lt;br /&gt;
  Wirecutters to remove the wires.&lt;br /&gt;
  Crowbar to remove the components.&lt;br /&gt;
&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
&lt;br /&gt;
=== Security Camera ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;450&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]], [[File:Welderon.gif|Welder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the camera to open the back panel.&lt;br /&gt;
  Use your wirecutter to cut all the wires. (Cutting the alarm wire is optional)&lt;br /&gt;
  Use your welder to unweld the camera from the wall.&lt;br /&gt;
  Wrench the camera to unattach it from the wall.&lt;br /&gt;
  Crowbar the camera assembly to remove any upgrades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disposal Pipes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Welder on pipe to remove its joints&lt;br /&gt;
  Wrench to detach it from the plating&lt;br /&gt;
&lt;br /&gt;
Note: You can then click and drag the pipe segment onto the disposal pipe dispenser to delete it&lt;br /&gt;
==== Disposal Machinery ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver]], [[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
  If Disposal Bin, turn off the pump&lt;br /&gt;
  Screwdriver to remove power connection&lt;br /&gt;
  Welder on machine to remove its joints&lt;br /&gt;
  Wrench to detach it from the plating&lt;br /&gt;
&lt;br /&gt;
=== [[File:solar_assembly.png]][[File:solar_panel.png]][[File:solar_tracker.png]] Solar Panels and Trackers ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:crowbar.png|Crowbar]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Take out the panel with a crowbar.&lt;br /&gt;
  If you are deconstructing a tracker, you can take out the electronics with your crowbar (OPTIONAL)&lt;br /&gt;
  Unwrench the leftover assembly from it's place and you will be able to move it.&lt;br /&gt;
&lt;br /&gt;
=== Locker ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:welderon.gif|Welder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Open the locker.&lt;br /&gt;
  Weld the locker.&lt;br /&gt;
&lt;br /&gt;
=== Window-door (Windoor) ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welderon.gif|Welder]], [[File:Wrench.png|Wrench]], [[File:Screwdriver_tool.png|Screwdriver]], [[File:Wirecutters.png|Wirecutters]], [[File:Crowbar.png|Crowbar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Open the windoor.&lt;br /&gt;
  Use a crowbar on the windoor.&lt;br /&gt;
  Use a screwdriver on the windoor.&lt;br /&gt;
  Use wirecutters on the windoor.&lt;br /&gt;
  Use a wrench on the windoor.&lt;br /&gt;
  Weld the windoor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=668</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=668"/>
		<updated>2023-12-15T18:05:47Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates guide to chemistry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chemicals==&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, 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; width=&amp;quot;300px&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Alumnium'''||'''Carbon'''||'''Chlorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Copper'''||'''Ethanol'''||'''Fluorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hydrogen'''||'''Iron'''||'''Lithium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mercury'''||'''Nitrogen'''||'''Oxygen'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Phosphorus'''||'''Potassium'''||'''Radium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sulph. acid'''||'''Silicon'''||'''Sodium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sugar'''||'''Sulfur'''||'''Tungsten'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
Pharmaceutical chemicals can usually be identified by a light pink-ish color.&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
&lt;br /&gt;
Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Adranol&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;SweatMAX vendors, goats, cows, or kitchen supplies&amp;quot; style=&amp;quot;text-decoration:underline&amp;amp;quot;&amp;quot;&amp;gt;Milk&amp;lt;/span&amp;gt;, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
|-&lt;br /&gt;
|Alkysine&lt;br /&gt;
||1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Alkysine&lt;br /&gt;
|-&lt;br /&gt;
|Arithrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
|-&lt;br /&gt;
|Bicaridine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
|-&lt;br /&gt;
|Calcium Carbonate&lt;br /&gt;
||3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
|-&lt;br /&gt;
|Carthatoline&lt;br /&gt;
||0.1 part &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts Carbon -&amp;gt; 2 parts Carthatoline&lt;br /&gt;
|-&lt;br /&gt;
|Clonexadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Cordradaxon &lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Potassium Chlorophoride&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Cordradaxon&lt;br /&gt;
|-&lt;br /&gt;
|Corophizine&lt;br /&gt;
||1 part ,u&amp;gt;Spaceacillin, 1 part Carbon, 0.1 part &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; (catalyst) -&amp;gt; 2 parts Corophizine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Cryoxadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
|-&lt;br /&gt;
|Dermaline&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Silicon, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin Plus&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
|-&lt;br /&gt;
|Dylovene&lt;br /&gt;
||1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 parts Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Ethylredoxrazine&lt;br /&gt;
||1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
|-&lt;br /&gt;
|Gastirodaxon&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Dylovene, 2 parts Carbon, 0.1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Carthatoline&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 2 parts Tungsten, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 3 parts Gastirodaxon&lt;br /&gt;
|-&lt;br /&gt;
|Hepanephrodaxon&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Dylovene, 2 parts Carbon, 0.1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Carthatoline&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 1 part Lithium, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Hepanephrodaxon&lt;br /&gt;
|-&lt;br /&gt;
|Hyperzine&lt;br /&gt;
||1 part Sugar, 1 part Phosphorous, 1 part Sulphur -&amp;gt; 3 parts Hyperzine&lt;br /&gt;
|-&lt;br /&gt;
|Hyronalin&lt;br /&gt;
||1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
|-&lt;br /&gt;
|Imidazoline&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
|-&lt;br /&gt;
|Inaprovaline&lt;br /&gt;
||1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
|-&lt;br /&gt;
|Kelotane&lt;br /&gt;
||1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
|-&lt;br /&gt;
|Leporazine&lt;br /&gt;
||1 part Silicon, 1 part Copper, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Myelamine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
|-&lt;br /&gt;
|Oxycodone&lt;br /&gt;
||1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (Catalyst) -&amp;gt; 1 part Oxycodone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Osteodaxon&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Extract from space carp fillets&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Carpotoxin&amp;lt;/span&amp;gt;, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt;  2 parts Osteodaxon &lt;br /&gt;
|-&lt;br /&gt;
|Paracetamol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 2 parts Clonexadone, 10 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Prussian Blue&lt;br /&gt;
||3 parts Carbon, 1 parts Iron, 3 parts Nitrogen -&amp;gt; 7 parts Prussian Blue&lt;br /&gt;
|-&lt;br /&gt;
|Respirodaxon&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Carbon, 1 part Iron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin Plus&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Respirodaxon &lt;br /&gt;
|-&lt;br /&gt;
|Rezadone&lt;br /&gt;
||1 part CarpoToxin, 1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part Copper&lt;br /&gt;
|-&lt;br /&gt;
|Ryetalyn&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Hyronalin, 1 part Hydrogen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Arithrazine&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Ryetalyn&lt;br /&gt;
|-&lt;br /&gt;
|Spaceacillin&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Spaceacillin&lt;br /&gt;
|-&lt;br /&gt;
|Stimm&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;NutriMax vendors or biogenerators&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Left 4 Zed&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Stimm, 5 units Welding Fuel&lt;br /&gt;
|-&lt;br /&gt;
|Synaptizine&lt;br /&gt;
||1 part Lithium, 1 part Sugar, 1 part Water -&amp;gt; 3 parts Synaptizine&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
|-&lt;br /&gt;
|Tricordrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Vermicetol&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part 200V, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
&lt;br /&gt;
The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance. Formulas are formatted to be &amp;quot;mechanical recipe (how the game calculates it) '''OR''' practical recipe (how to make a bottle or two's worth using only a single beaker)&amp;quot;. Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Adranol&lt;br /&gt;
|formula = 2 parts Milk, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
'''OR''' 60 Milk, 30 Hydrogen, 30 Potassium -&amp;gt; 90 Adranol&lt;br /&gt;
|effects = Fixes blurred vision, confusion and is the only chem to actually fix the jitters, with the exception of Impedrezene. Use this for resleeved patients, as well as patients being given Peridaxon or Oxycodone.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Alkysine&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 part Alkysine&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 30 Chlorine, 30 Nitrogen -&amp;gt; 60 Alkysine, 30 Dylovene&lt;br /&gt;
|effects = Used for treating brain damage. Slighly lessens the pain. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Arithrazine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
'''OR''' 10 Nitrogen, 10 Potassium, 10 Silicon, 30 Radium, 60 Hydrogen -&amp;gt; 120 Arithrazine&lt;br /&gt;
|effects = A very unstable medication used to treat the most extreme cases of radiation poisoning. It works faster than Hyronalin, but will cause some brute damage to the patient (including to the patient's cybernetic limbs). Such damage is very mild at low doses and easily treated at higher doses. It can also treat toxic damage, but not as effective as Dylovene. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Bicaridine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
'''OR''' 20 oxygen, 20 sugar, 80 carbon -&amp;gt; 120u bicard&lt;br /&gt;
|effects = An analgesic which is highly effective at treating brute damage. It is useful for stabilizing people who have been severely beaten, as well as treating less life-threatening injuries. A (poisonous) overdose will gradually slow internal bleeding. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Calcium Carbonate&lt;br /&gt;
|formula = 3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
'''OR''' 60 Oxygen, 20 Calcium, 20 Carbon -&amp;gt; 40 Calcium Carbonate&lt;br /&gt;
|effects = Calcium Carbonate is a calcium salt commonly used as an antacid. Injected, causes toxin damage, ingested, prevents vomiting.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Carthatoline&lt;br /&gt;
|formula = 0.1 part Phoron, 1 part Dylovene, 2 parts Carbon -&amp;gt; 2 parts Carthatoline &lt;br /&gt;
'''OR''' 20 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon -&amp;gt; 60 Carthatoline, 17 Phoron&lt;br /&gt;
|effects = A strong evacuant used to treat severe poisoning. Heals toxins more quickly than dylovene, and can repair liver damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryoxadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
'''OR''' 10 Phoron, 40 Oxygen, 20 Water, 20 Oxygen, -&amp;gt; 60 Cryoxadone, 8 Phoron&lt;br /&gt;
|effects = Required for the proper function of cryogenics. It heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Heals clone damage slowly, such as caused by cloning or [[Slime]]s. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cordradaxon&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Potassium Chlorophoride&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Cordradaxon&lt;br /&gt;
|effects = An intense organ repair chemical used to treat damage to the heart. Overdose at 10 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Corophizine&lt;br /&gt;
|formula = 1 part Spaceacillin, 1 part Carbon, 0.1 part Phoron (used), 5 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 5 Carbon, 5 Oxygen, 5 Sugar, 5 Oxygen, 5 Potassium, 5 Sugar, 30 Carbon, 3+5 Phoron -&amp;gt; 30 Corophizine&lt;br /&gt;
|effects = A wide-spectrum antibiotic, it can treat bacterial infections (but not viruses) better than Spaceacillin. Side-effects include: hallucinations, shortness of breath, fainting, spontaneous tendon rupture. For professional care use only.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Clonexadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium -&amp;gt; 60 Clonexadone, 16 Phoron&lt;br /&gt;
|effects = Heals standard damage the same as Cryoxadone. This chemical reforms clones much faster then Cryoxadone. This includes damage done by [[Slime]]s. Best used in cryo cells. Only works in temperatures under 170K (usually this means cryo cells). The lower the temperature, the better it works.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dermaline&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Used for treating burns. Works faster than Kelotane, but can be used simultaneously with it, to increase the effect.. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin&lt;br /&gt;
|formula = 2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 120 Oxygen -&amp;gt; 60 Dexalin, 14 Phoron&lt;br /&gt;
|effects = Used for treating oxygen deprivation; slowly heals suffocation damage. In most cases where it is likely to be needed, the strength of Dexalin Plus will probably be more useful. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin Plus&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
'''OR''' 4 phoron, 80 oxygen, 40 carbon, 40 iron -&amp;gt; 120u dexalin plus&lt;br /&gt;
|effects = Used in treatment of extreme cases of oxygen deprivation. It immediately counters all oxygen loss and is useful to keep lung injury patients stable during surgery. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dylovene&lt;br /&gt;
|formula = 1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 part Dylovene&lt;br /&gt;
'''OR''' 40 Silicon, 40 Nitrogen, 40 Potassium -&amp;gt; 120 Dylovene&lt;br /&gt;
|effects = A broad-spectrum anti-toxin. Heals toxin damage; will also shorten the durations of drug-related hallucinations and sleepiness, and remove toxic substances in the blood. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ethylredoxrazine&lt;br /&gt;
|formula = 1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Oxygen, 30 Carbon -&amp;gt; 90 Ethylredoxrazine&lt;br /&gt;
|effects = Neutralises alcohol in the blood stream. Though it is commonly needed, it is rarely requested. When combined with ethanol, it produces water. It also treats dizziness, sleepiness, and stuttering. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Gastirodaxon&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Dylovene, 2 parts Carbon, 0.1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Carthatoline&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 2 parts Tungsten, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 3 parts Gastirodaxon&lt;br /&gt;
|effects = An intense organ repair chemical used to treat damage to the appendix. Overdose at 10 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hepanephrodaxon&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Dylovene, 2 parts Carbon, 0.1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Carthatoline&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 1 part Lithium, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Hepanephrodaxon&lt;br /&gt;
|effects = An intense organ repair chemical used to treat damage to the liver, kidneys, and appendix.  Overdose at 10 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyperzine&lt;br /&gt;
|formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
'''OR''' 40 Sugar, 40 Phosphorous, 40 Sulphur -&amp;gt; 120 Hyperzine&lt;br /&gt;
|effects = A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing. Side effects include twitching, nervousness, and psychological addiction. Metabilizes at 0.03 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyronalin&lt;br /&gt;
|formula = 1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 60 Radium -&amp;gt; 120 Hyronalin&lt;br /&gt;
|effects = Basic treatment for radiation damage. Reduces radiation damage more slowly than Arithrazine, but without its painful side effects. Does nothing against toxic damage. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Imidazoline&lt;br /&gt;
|formula = 1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Carbon, 30 Hydrogen -&amp;gt; 60 Imidazoline&lt;br /&gt;
|effects = For treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Inaprovaline&lt;br /&gt;
|formula = 1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
'''OR''' 40 Oxygen, 40 Carbon, 40 Sugar -&amp;gt; 120 Inaprovaline&lt;br /&gt;
|effects = Inaprovaline is a cardiac and synaptic stimulant. Commonly used to stabilize patients - it stops the rate of decline in a patient's body if it has reached 0% or lower. Weak painkiller. Metabolizes at 0.1 units per tick. Overdose is 60 units. Also arrests (most) allergic reactions.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Kelotane&lt;br /&gt;
|formula = 1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Leporazine&lt;br /&gt;
|formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon -&amp;gt; 60 Leporazine, 10 Phoron&lt;br /&gt;
|effects = Stabilizes a patient's body temperature. Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Myelamine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
'''OR''' 5 Oxygen, 5 Sugar, 20 Carbon, 30 Iron, 60 Spidertoxin, 30 Iron -&amp;gt; 60 Myelamine, 30 Spidertoxin&lt;br /&gt;
|effects = Used to rapidly clot internal hemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'. Or ask the miners for dead giant spiders; you can butcher them using a sharp object, or you can use a gibber to get extra meat.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Osteodaxon&lt;br /&gt;
|formula = 2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Extract from space carp fillets&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Carpotoxin&amp;lt;/span&amp;gt;, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt;  2 parts Osteodaxon &lt;br /&gt;
|effects = An experimental drug used to heal bone fractures. While the fractures are healing, the patient will be unable to stand or move. Repairs very quickly, less than one unit is required to repair broken bones. Overdose at 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Oxycodone&lt;br /&gt;
|formula = 1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units Phoron (Catalyst) -&amp;gt; 1 Part Oxycodone, 5 units Phoron&lt;br /&gt;
'''OR''' 5 Phoron, 5 Carbon, 5 Sugar, 5 Oxygen, 15 Nitrogen, 15 Water, 30 Ethanol, 30 Oxygen, 90 Ethanol -&amp;gt; 90 Oxycodone, 5 Phoron&lt;br /&gt;
|effects = An effective and very addictive opioid painkiller. Patients are slowed. Overdose is 20 units, causing hallucinations and disorientation.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paracetamol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Oxygen, 10 Sugar, 30 Nitrogen, 30 Water -&amp;gt; 60 Paracetamol&lt;br /&gt;
|effects = Most probably know this as Tylenol, but this chemical is a mild, simple painkiller. Overdose is 60 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Peridaxon&lt;br /&gt;
|formula = 2 parts Bicardine, 2 parts Clonexadone, 10 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon -&amp;gt; 16 Phoron, 60 Peridaxon&lt;br /&gt;
|effects = Used to encourage recovery of internal organs and nervous systems; will restore damage to internal organs, including mending ruptured lungs. (Results in two units instead of four.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Prussian Blue&lt;br /&gt;
|formula = 3 parts Carbon, 1 part Iron, 3 parts Nitrogen&lt;br /&gt;
'''OR''' 30 Carbon, 10 Iron, 30 Nitrogen -&amp;gt; 70 Prussian Blue&lt;br /&gt;
|effects = Prussian Blue is an medication used to temporarily pause the effects of radiation poisoning to allow for treatment. Does not treat radiation sickness on its own.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Respirodaxon&lt;br /&gt;
|formula = 2 parts &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Carbon, 1 part Iron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin Plus&amp;lt;/span&amp;gt;, 2 parts &amp;lt;span title=&amp;quot;1 part Protein, 1 part Sugar, 1 part Phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Biomass&amp;lt;/span&amp;gt;, 1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Respirodaxon &lt;br /&gt;
|effects = An intense organ repair chemical used to treat damage to the lungs. Overdoes at 10 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Rezadone&lt;br /&gt;
|formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
'''OR''' 30 Carpotoxin, 10 Oxygen, 10 sugar, 10 potassium, 30 Copper -&amp;gt; 90 Rezadone&lt;br /&gt;
|effects = A powder derived from fish toxin, this substance can effectively treat genetic damage in humanoids without the use of cryo, though excessive consumption has side effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ryetalyn&lt;br /&gt;
|formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Nitrogen, 5 Potassium, 5 Silicon, 15 Radium, 30 Hydrogen, 60 Carbon -&amp;gt; 120 Ryetalyn&lt;br /&gt;
|effects = Repairs disabilities due to genetic damage. One unit is enough.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Spaceacillin&lt;br /&gt;
|formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Oxygen, 20 Potassium, 20 Sugar -&amp;gt; 120 Spaceacillin&lt;br /&gt;
|effects = A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Treats infections. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synaptizine&lt;br /&gt;
|formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
'''OR''' 40 Sugar, 40 Water, 40 Lithium -&amp;gt; 120 Synaptizine&lt;br /&gt;
|effects = Synaptizine is toxic, but treats hallucinations, drowsiness, paralysis, and stunned or weakened patients. It is metabolized very slowly. One unit is enough to treat hallucinations. Actively removes Mindbreaker Toxin from the patient's bloodstream.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Stimm&lt;br /&gt;
|formula = 1 part &amp;lt;u&amp;gt;Left 4 Zed&amp;lt;/u&amp;gt;. 1 part &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt; (Catalyst)&lt;br /&gt;
'''OR''' 60 Left 4 Zed, 60 Welding Fuel -&amp;gt; 120 Stimm&lt;br /&gt;
|effects = A homemade version of hyperzine. Gives the same speed boost as hyperzine, but causes brute damage to different limbs and, being technically a toxin, causes toxin damage over time. Overdose is 10.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tramadol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Sugar, 10 Oxygen, 30 Nitrogen, 30 Water, 30 Ethanol, 30 Oxygen -&amp;gt; 90 Tramadol, 30 Paracetamol&lt;br /&gt;
|effects = A simple, yet effective painkiller. Very effective for patients in shock. Overdoses at 30 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tricordrazine&lt;br /&gt;
|formula = 1 part Inaprovaline, 1 part Dylovene&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Nitrogen, 20 Potassium, 20 Silicon -&amp;gt; 120 Tricordrazine&lt;br /&gt;
|effects = Originally derived from Cordrazine; will heal all damage types. Often used in a wide range of applications. The healing effect is weak, but as with Dylovene, Overdose is 120 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Vermicetol&lt;br /&gt;
|formula = 2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part 200V, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) &lt;br /&gt;
'''OR''' 10 Carbon, 10 Oxygen, 10 Sugar, 30 Carbon, 30 200V, 10 Phoron -&amp;gt; 90 Vermicetol, 7 Phoron&lt;br /&gt;
|effects = An effective treatment for Brute damage, healing at a greater rate than bicaridine. 200V is found in solar grubs. Overdose at 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Ammonia&lt;br /&gt;
||3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Biomass&lt;br /&gt;
|1 part Animal Protein, 1 part Phoron, 1 part Sugar&lt;br /&gt;
|-  &lt;br /&gt;
|Chloral Hydrate&lt;br /&gt;
||1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Coolant&lt;br /&gt;
||1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Soporific&lt;br /&gt;
||1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|-&lt;br /&gt;
|Cryptobiolin&lt;br /&gt;
||1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Diethylamine&lt;br /&gt;
||1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|-&lt;br /&gt;
|Virus Food&lt;br /&gt;
||1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
||1 part Uranium, 1 part Iron&lt;br /&gt;
|-&lt;br /&gt;
|Explosion&lt;br /&gt;
||1 part Potassium, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
||1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Foaming Agent&lt;br /&gt;
||1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Foam Surfactant&lt;br /&gt;
||2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|-&lt;br /&gt;
|Glycerol&lt;br /&gt;
||3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Impedrezene&lt;br /&gt;
||1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Lexorin&lt;br /&gt;
||1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Lipozine&lt;br /&gt;
||1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
||3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|-&lt;br /&gt;
|Luminol&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part Ammonia&lt;br /&gt;
|-&lt;br /&gt;
|Napalm&lt;br /&gt;
||1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|MindBreaker Toxin&lt;br /&gt;
||1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
||1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Crayon Dust)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Ghetto)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 5 parts (Coloring agent)&lt;br /&gt;
|-&lt;br /&gt;
|Plant-B-Gone&lt;br /&gt;
||1 part Polytrinic Acid, 4 parts Diethylamine.&lt;br /&gt;
|-&lt;br /&gt;
|Polytrinic Acid&lt;br /&gt;
||1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chloride&lt;br /&gt;
||1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chlorophoride&lt;br /&gt;
||1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|-&lt;br /&gt;
|Solid Phoron&lt;br /&gt;
||5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
|-&lt;br /&gt;
|Plastic&lt;br /&gt;
||10 polytrinic acid, 20 plasticide&lt;br /&gt;
|-&lt;br /&gt;
|Condensed Capsaicin&lt;br /&gt;
||2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Silicate&lt;br /&gt;
||1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Smoke&lt;br /&gt;
||1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|-&lt;br /&gt;
|Sodium Chloride&lt;br /&gt;
||1 part Chlorine, 1 part Sodium&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
||1 part Ammonia, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Space Drugs&lt;br /&gt;
||1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
||1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Sterilizine&lt;br /&gt;
||1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Synthmeat&lt;br /&gt;
||5 Blood, 5 Clonexadone&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
||1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Mutagen&lt;br /&gt;
||1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
||1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Powder&lt;br /&gt;
||5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Recipes===&lt;br /&gt;
&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;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ammonia&lt;br /&gt;
|formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen -&amp;gt; 60 Ammonia&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem|chemical=Biomass|effects=A slurry of biomatter used to refill the grower pod and bioprinter.|formula=1 part Animal Protein, 1 part Phoron, 1 part Sugar}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Chloral Hydrate&lt;br /&gt;
|formula = 1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
'''OR''' 100 Chlorine, 10 Ethanol, 10 Water, (Repeat last two steps two more times), -&amp;gt; 30 Chloral Hydrate, 10 Chlorine&lt;br /&gt;
|effects = A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Soporific&lt;br /&gt;
|formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
'''OR''' 60 Chlorine, 20 Ethanol, 20 Water, 80 Sugar -&amp;gt; 100 Soporific&lt;br /&gt;
|effects = A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryptobiolin&lt;br /&gt;
|formula = 1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 40 Potassium, 40 Oxygen, 40 Sugar -&amp;gt; 120 Cryptobiolin&lt;br /&gt;
|effects = Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Diethylamine&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Ethanol -&amp;gt; 120 Diethylamine&lt;br /&gt;
|effects = A very potent fertilizer.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Virus Food&lt;br /&gt;
|formula = 1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Milk, 40 Water, 40 Oxygen -&amp;gt; 120 Virus Food&lt;br /&gt;
|effects = Used in Virology as a growth medium. Available from a wall dispenser in Virology.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = EMP&lt;br /&gt;
|formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
'''OR''' 60 Uranium, 60 Iron, -&amp;gt; Big Boom&lt;br /&gt;
|effects = This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Explosion&lt;br /&gt;
|formula = 1 part Potassium, 1 part Water&lt;br /&gt;
'''OR''' 60 Potassium, 60 Water, -&amp;gt; Even Bigger Boom&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Flash Powder&lt;br /&gt;
|formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphur, 40 Aluminium, 40 Potassium -&amp;gt; Kinda Big But Also Really Shiny Boom&lt;br /&gt;
|effects = Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foaming Agent&lt;br /&gt;
|formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
'''OR''' 60 Lithium, 60 Hyrdogen, -&amp;gt; 60 Foaming Agent&lt;br /&gt;
|effects = Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foam Surfactant&lt;br /&gt;
|formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
'''OR''' 40 Fluorine, 40 Carbon, 20 Sulphuric Acid, -&amp;gt; 100 Fluorosurfactant (Foam Surfactant)&lt;br /&gt;
|effects = Creates a large cloud of foam when mixed with an equal amount of water.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Glycerol&lt;br /&gt;
|formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, -&amp;gt; 30 Glycerol&lt;br /&gt;
|effects = Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Impedrezene&lt;br /&gt;
|formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 30 Mercury, 30 Oxygen, 30 Sugar -&amp;gt; 60 Impedrezene&lt;br /&gt;
|effects = 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;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lexorin&lt;br /&gt;
|formula = 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 40 Phoron, 40 Nitrogen, 40 Hydrogen -&amp;gt; 120 Lexorin&lt;br /&gt;
|effects = Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lipozine&lt;br /&gt;
|formula = 1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
'''OR''' 20 Sodium, 20 Chlorine, 40 Ethanol, 40 Radium -&amp;gt; 120 Lipozine&lt;br /&gt;
|effects = Causes weight loss upon consumption (lowers satiation level).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Metal Foam&lt;br /&gt;
|formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
'''OR''' 5 part Sulphuric Acid, 5 part Chlorine, 5 part Potassium, 15 Lithium, 15 Hyrdogen, 90 Iron/Aluminium -&amp;gt; Lotsa Foam&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Napalm&lt;br /&gt;
|formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
'''or''' 40 Phoron, 40 Aluminium, 40 Sulphuric Acid -&amp;gt; BIG FIRE&lt;br /&gt;
|effects = Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = MindBreaker Toxin&lt;br /&gt;
|formula = 1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Hydrogen, 30 Silicon -&amp;gt; 90 Mindbreaker Toxin&lt;br /&gt;
|effects = A potent hallucinogenic compound. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Nitroglycerin&lt;br /&gt;
|formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, 30 Polytrinic Acid, 30 Sulphuric Acid -&amp;gt; INCREDIBLY LARGE BOOM&lt;br /&gt;
|effects = A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (Results in 2 units instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Crayon Dust)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 Crayon Dust, -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. Crayons can be ground for colorful dust. Replace crayon dust with aluminium for white paint. Remove paint with space cleaner.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Ghetto)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 5 parts (Coloring Agent)&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 (Coloring Agent), -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. The coloring agent can be milk, orange juice, tomato juice, lime juice, carrot juice, berry juice, grape juice, poison berry juice, watermelon juice, lemon juice, banana juice, potato juice, carbon, or aluminum.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plant-B-Gone&lt;br /&gt;
|formula = 1 part Polytrinic Acid, 4 parts Diethylamine&lt;br /&gt;
'''OR''' 96 Diethylamine, 24 Polytrinic Acid, -&amp;gt; 120 Plant-B-Gone&lt;br /&gt;
|effects = A potent herbicide which is useful to replace the limited supply the botanist starts with.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Polytrinic Acid&lt;br /&gt;
|formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphuric Acid, 40 Chlorine, 40 Potassium -&amp;gt; 120 Polytrinic Acid&lt;br /&gt;
|effects = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chloride&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
'''OR''' 30 Sodium, 30 Chlorine, 60 Potassium, -&amp;gt; 120 Potassium Chloride&lt;br /&gt;
|effects = A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chlorophoride&lt;br /&gt;
|formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
'''OR''' 50 Chlorine, 15 Ethanol, 15 Water, 5 Chlorine, 10 Sodium, 20 Potassium, 20 Phoron, -&amp;gt; 60 Potassium Chlorophoride, 25 Potassium Chloride, 5 Phoron&lt;br /&gt;
|effects = A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Solid Phoron&lt;br /&gt;
|formula = 5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
'''OR''' 80 Phoron, 20 Frost Oil, 20 Iron, -&amp;gt; 4 Phoron Crystals&lt;br /&gt;
|effects = Phoron solidification.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plastic&lt;br /&gt;
|formula = 10 polytrinic acid, 20 plasticide&lt;br /&gt;
'''OR''' 10 Sulphuric Acid, 10 Chlorine, 10 Potassium, 60 Plasticide, -&amp;gt; 3 Plastic Sheets&lt;br /&gt;
|effects = 1 sheet of plastic.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Condensed Capsaicin (Pepper Spray)&lt;br /&gt;
|formula = 2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
'''OR''' 5 Phoron, 30 Capsaicin(x4), -&amp;gt; 60 Condensed Capsaicin, 5 Phoron&lt;br /&gt;
|effects = Results in 1 unit of Condensed Capsaicin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Silicate&lt;br /&gt;
|formula = 1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Aluminum, 40 Silicon, 40 Oxygen -&amp;gt; 120 Silicate&lt;br /&gt;
|effects = Used to strengthen windows.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Smoke&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
'''OR''' 30 Potassium, 30 Sugar, 30 Phosphorous, 30 (Reagent of Your Choice), -&amp;gt; Smoke Cloud With Varying Properties&lt;br /&gt;
|effects = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sodium Chloride (Table Salt)&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
'''OR''' 60 Chlorine, 60 Sodium -&amp;gt; 120 Table Salt&lt;br /&gt;
|effects = Commonly known as salt, Sodium Chloride is often used to  season food.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Cleaner&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Water, -&amp;gt; 120 Space Cleaner&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Drugs&lt;br /&gt;
|formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
'''OR''' 40 Mercury, 40 Sugar, 40 Lithium -&amp;gt; 120 Space Drugs&lt;br /&gt;
|effects = An illegal compound which induces a number of effects such as loss of balance and hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Lube&lt;br /&gt;
|formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 30 Water, 30 Silicon, 30 Oxygen -&amp;gt; 120 Space Lube&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sterilizine&lt;br /&gt;
|formula = 1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Ethanol, 30 Chlorine, -&amp;gt; 90 Sterilizine&lt;br /&gt;
|effects = Sterilizes wounds in preparation for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synthmeat&lt;br /&gt;
|formula = 5 Blood, 5 Clonexadone&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 5 Blood -&amp;gt; 1 Slab of Synth Meat (+1 for every 5 blood added, up to 60 slabs)&lt;br /&gt;
|effects = A tasty alternative to actual meat, allegedly used for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Thermite&lt;br /&gt;
|formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Iron, 40 Aluminium, 40 Oxygen -&amp;gt; VERY HOT&lt;br /&gt;
|effects = A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unstable Mutagen&lt;br /&gt;
|formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
'''OR''' 40 Radium, 40 Phosphorus, 40 Chlorine -&amp;gt; 120 Unstable Mutagen&lt;br /&gt;
|effects = Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Water&lt;br /&gt;
|formula = 1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
'''OR''' Just dispense water from the chem dispenser like a sane human being.&lt;br /&gt;
|effects = It's water. Results in one unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Zombie Powder&lt;br /&gt;
|formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
'''OR''' 15 Chlorine, 5 Ethanol, 5 Water, 20 Sugar, 25 CarpoToxin, 25 Copper -&amp;gt; 10 Zombie Powder&lt;br /&gt;
|effects = Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BS12 specific recipes==&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Methylphenidate&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Hydrogen&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Hydrogen -&amp;gt; 60 Methylphenidate, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Helps you concentrate. Prescribed for ADHD and similar conditions. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Citalopram&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Carbon -&amp;gt; 60 Citalopram, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Mild antidepressant. Prescribed for depression and anxiety. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paroxetine&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 30 Inaprovaline(10 Oxygen, 10 Sugar, 10 Carbon In a Separate Beaker), 30 Oxygen, -&amp;gt; 90 Paroxetine, 15 Mindbreaker Toxin&lt;br /&gt;
|effects = Stronger antidepressant, with chance of hallucinations. Prescribed for severe depression.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vorestation specific recipes==&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sizeoxadone&lt;br /&gt;
|formula = 1 part Clonexadone, 3 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 1 part Phoron, 5 units Phoron (Catalyst) -&amp;gt; 5 parts Sizeoxadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 4 Oxygen, 2 Water, 2 Oxygen, 6 Sodium, 2 Carbon, 2 Sugar, 2 Oxygen, 6 Nitrogen, 6 Water, 12 Ethanol, 12 Oxygen -&amp;gt; 60 Sizeoxadone, 7.2 Phoron&lt;br /&gt;
|effects = Required ingredient for macrocillin, microcillin, and normalcillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Macrocillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Diethylamine -&amp;gt; 1 part Macrocillin&lt;br /&gt;
'''OR''' 30 Hydrogen, 10 Nitrogen, 30 Ethanol, 60 Sizeoxadone -&amp;gt; 3 Macrocillin&lt;br /&gt;
|effects = You grow!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Microcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Sodium Chloride -&amp;gt; 1 part Microcillin&lt;br /&gt;
'''OR''' 30 Chlorine, 30 Sodium, 60 Sizeoxadone, -&amp;gt; 3 Microcillin&lt;br /&gt;
|effects = You shrink!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Normalcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part leporazine -&amp;gt; 1 part Normalcillin&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon, 60 Sizeoxadone, -&amp;gt; 3 Normalcillin, 10 Phoron&lt;br /&gt;
|effects = You normalify!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Amorphorovir&lt;br /&gt;
|formula = 30 parts cryptobiolin, 30 part biomass, 20 parts hyperzine, 5 phoron (catalyst),  -&amp;gt; 1 Amorphorvir&lt;br /&gt;
|effects = Used to help change physical sex! Does nothing by itself: must be processed with additives.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androrovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part bicardine, 20 parts iron, 20 parts ethanol   -&amp;gt; 1 Androrovir&lt;br /&gt;
'''OR''' (for bootleg)  1 part amorphorovir, 10 parts protein, 10 parts capsaicin.&lt;br /&gt;
|effects = Will change physical sex to male. Causes confusion if injected alongside gynorovir or androgynorovir.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = gynorovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part inaprovaline, 20 part silicon 20 part sugar  -&amp;gt; 1 Gynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part amorphorovir, 10 parts soymilk, 10 parts sugar.&lt;br /&gt;
|effects = Will change your physical sex to female. Causes confusion if injected alongside androrovir or androgynorovir.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androgynorovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part anti-toxin, 20 part fluorine, 20 part tungsten -&amp;gt; 1 Androgynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part amorphorovir, 10 parts cola, 10 parts berryjuice&lt;br /&gt;
|effects = Will change your physical sex to mixed. Causes confusion if injected alongside androrovir or gynorovir.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ickypak&lt;br /&gt;
|formula = 1 parts surfactant, 4 parts hyperzine&lt;br /&gt;
'''OR''' 10 Fluorine, 10 Carbon, 5 Sulphuric Acid, 30 Sugar, 30 Phosphorous, 30 Sulphur -&amp;gt; 112.5 Ickypak, 2.5&lt;br /&gt;
|effects = Causes involuntary muscle contractions, expelling prey. Has painful side-effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unsorbitol&lt;br /&gt;
|formula = 2 parts lipozine, 3 parts unstable mutagen&lt;br /&gt;
'''OR''' 5 Sodium, 5 Chlorine, 10 Ethanol, 10 Radium, 30 Radium, 30 Phosphorus, 30 Chlorine, -&amp;gt; 75 Unsorbitol, 45 Unstable Mutagen&lt;br /&gt;
|effects = Causes absorbed prey to be released into a belly. Has extreme side-effects. Consider patient restraints.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lipozilase&lt;br /&gt;
|formula = 1 part Lipozine, 1 part Diethylamine -&amp;gt; 2 part Liopozilase&lt;br /&gt;
'''OR''' 10 Chlorine, 10 Sodium, 20 Ethanol, 20 Radium, 30 hydrogen, 10 nitrogen, 30 ethanol -&amp;gt; 120 Lipozilase&lt;br /&gt;
|effects = Reduces your weight by 3lb per 1u, whilst also draining nutrition. Overdose at 30u.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lipostipo&lt;br /&gt;
|formula = 1 part Lipozine, 1 part Nutriment, 1 part Fluorine -&amp;gt; 3 part Lipostipo&lt;br /&gt;
'''OR''' 10 Chlorine, 10 Sodium, 20 Ethanol, 20 Radium, 30 Nutriment, 30 Fluorine -&amp;gt; 120 Lipostipo&lt;br /&gt;
|effects = Increases your weight by 3lb per 1u, whilst also draining nutrition. Overdose at 30u.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Healing Reaction&lt;br /&gt;
|formula = 10 Bicaridine, 10 Inaprovaline, 10 Kelotane, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = A healing grenade that actually works, or just an instant heal in a bottle. Instantly heals 25 of the following: Brute, Burn, Toxins, Oxy, Brain Damage and Genetic Damage on everyone and everything on the screen. Even works on corpses.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Freezing Reaction&lt;br /&gt;
|formula = 10 Coolant, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = Lowers the temperature of the affected area. Might also be screen-wide. If you spam this, you can cool someone down enough to use cryo-chems without putting them in a cell.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Frost Oil Production&lt;br /&gt;
|formula = 5 Water, 5 Coolant, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = Produces Frost Oil in 10 unit amounts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Instant Fire&lt;br /&gt;
|formula = 30 Potassium, 30 Slime Jelly, 60 Phoron&lt;br /&gt;
|effects = Spawns in a fire, random size, random spread. Has a chance to fizz and not do anything. If you’re looking for destruction, you’re better off using napalm.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Glowstick&lt;br /&gt;
|formula = 10 Water, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = It’s a glowstick/flashlight! Bioluminescence FTW.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Create Phoron&lt;br /&gt;
|formula = 20 Uranium, 20 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Use phoron and slime jelly, and uranium, to make 10 pieces of phoron! &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Make Food&lt;br /&gt;
|formula = 20 Nutriment, 5 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = All sorts of food will spawn when this reaction is done.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Gatchazine&lt;br /&gt;
|formula = 20 Aluminum, 40 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Random material spawns, anything from cardboard to diamond.&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. Here's some particularly noteworthy examples;&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Numbing Enzyme&lt;br /&gt;
|formula = N/A&lt;br /&gt;
|effects = Delivered in small doses by the Numbing Bite perk and Numbing belly addon. Extremely strong painkiller on par with Oxycodone, but incurs even more slowdown than Oxycodone. Overdose causes confusion, paralysis, hallucinations, jittering, stuttering, and mild hypoxia.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=667</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=667"/>
		<updated>2023-12-15T18:00:32Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates guide to medicine from vore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it's possible to stabilize anyone no matter their condition, it just depends on what's available for you to treat them. Obviously not every situation presents ideal circumstances. Don't beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you're only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then '''you really shouldn't be playing medical.'''&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don't go outright doing someone's job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they're doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical's word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to '''stabilize patients, not cure to 100%.''' Generally this comes into play when there is ''more than one'' patient. Wearing a pair of [[File:PGlasses.png]] AR-Ms (HUDs work as well, though they are inferior) will allow you to assess a patient's overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*'''No Healthbar''': 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green''': 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]'''&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow''': 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red''': 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]'''&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing''': -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]'''&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!''': -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]'''Dead''': -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|'''Advanced Trauma Kits''']]: Heals 3 brute on the target limb immediately and will allow it to heal on it's own if the damage is below 50. The 3 damage that's taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Bicaridine''']]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, no overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked,' unable to be resuscitated no matter what you do. Treatment for burn damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|'''Advanced Burn Kits''']]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Kelotane''']]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dermaline''']]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* '''KeloDerm''': A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it's damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Inaprovaline''']]: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin''']]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin Plus''']]: A blue colored medicine which heals '''150 oxy''' per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation, slime digestion, or from popping out of an unupgraded growing vat makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Cryoxadone''']]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Clonexadone''']]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* '''Cryo-Mix''': A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Rezadone''']]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Hyronalin''']]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Peridaxon''']]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Alkysine''']]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Imidazoline''']]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey medicine, works the same as Dylovene in it's use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Allergic Reactions===&lt;br /&gt;
Even in this far-flung future, certain individuals may experience violent reactions to various substances such as fruit, nuts, shellfish, and dairy products. If a patient is exhibiting confusion and blurred or inhibited vision accompanied by toxin and suffocation damage, they are likely experiencing an allergic reaction. In many cases these reactions can easily be fatal, so it is important to act quickly to save lives.&lt;br /&gt;
&lt;br /&gt;
Treatment for allergic reactions is as follows;&lt;br /&gt;
*Identify the allergen if possible and determine whether any is still present in their bloodstream, digestive system, or nearest analogues. Advanced medical scanners will provide more detail, so if you have one, use it. Allergens ought to be listed in the character's Medical Records; if not, add them to the record and remind the patient to update their permanent record as well once they're coherent.&lt;br /&gt;
**If the allergen is still present, administer Inaprovaline. This will rapidly arrest the reaction and prevent further damage for as long as the Inaprovaline is present; larger doses of Inaprovaline may be necessary to suppress the reaction whilst larger quantities of allergen are metabolized.&lt;br /&gt;
**If the allergen trigger is a mixed alcoholic drink, for example if the patient is allergic to fruit juices and drank a Screwdriver (vodka + '''orange juice'''), you can (optionally) administer Ethylredoxrazine to actively remove the allergen.&lt;br /&gt;
**Then (or if no allergen is present) administer Dexalin and Dylovene, optionally using Carthatoline for more severe cases. You may also wish to provide painkillers, as lingering pain is a common side-effect of allergic reactions. Adranol can be helpful for treating confusion and blurred vision, though these effects should fade fairly quickly on their own.&lt;br /&gt;
**Finally, check for any physical injuries the patient may have sustained. Immediate reactions can cause patients to collapse, potentially causing bruising, head trauma, or other similar injuries if they collide with anything on the way down.&lt;br /&gt;
&lt;br /&gt;
This only covers the most common type of reaction; some patients may ''rarely'' exhibit other effects (such as differing damage types) that will need to be treated as well. Note these guidelines do not apply to certain exotic reactions, such as [[Unathi]] becoming sluggish from exposure to sugars.&lt;br /&gt;
&lt;br /&gt;
Note: Thanks to the wonders of modern medicine, it is impossible for anyone to be allergic to the vast majority of broad-spectrum medicines. Some may be less effective due to biochemical differences, but if a patient tries to tell you they're allergic to inaprovaline or dylovene then they're almost certainly lying.&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury.&lt;br /&gt;
&lt;br /&gt;
Notable blood level &amp;quot;breakpoints&amp;quot; for the vast majority of species are 85%, 75%, 60%, and 40%. Above 85% is considered &amp;quot;safe&amp;quot;; 85-75% will cause patients to experience sustained low-level hypoxia. 75-60%, hypoxia will rapidly build to a moderate amount and then steadily accumulate, between 60-40% hypoxia will quickly build, and below 40% the patient will experience massive spikes of hypoxia and toxic buildup; typically enough to prove fatal without expert care. Inaprovaline can be administered to ''halve'' the rate at which hypoxia will build up at any stage and limit the degree to which it can build in the 85-60% range.&lt;br /&gt;
&lt;br /&gt;
Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**'''Pressure''': Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If ''you'' are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.&lt;br /&gt;
**'''[[Medical_Items#Roll_of_gauze|Gauze]]''': This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**'''[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]''': ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 3 brute damage on the limb it's applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**'''Cryogenics''': Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding ''and'' stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]''': These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**'''[[Surgery#Internal_Bleeding|Surgery]]''': The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Myelamine]]''': A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine]]''': Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it ''may'' clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. Replacing lost blood is essential, as low levels will cause weakness, unconsciousness, and potentially death. The following are some methods to assist with that:&lt;br /&gt;
*'''[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]''': Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*'''Iron''': A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit for the vast majority of species.&lt;br /&gt;
*'''Copper:''' A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit for Skrell and Zorren.&lt;br /&gt;
*'''Other:''' Other species may require different reagents on a case-by-case basis; if the patient is unable to tell you the required reagent themselves, use a health analyzer or check their medical records.&lt;br /&gt;
*'''Nutriment''': Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''Protein''': Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''20 Iron, 20 Nutriment, 20 Protein''': Three of the above reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents. Skrell are allergic to it (Animal Protein) and it has a diminished effect on Zorren (they need copper rather than iron.)&lt;br /&gt;
*'''IV Drip with compatible blood''': Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*'''L1 (Mild)''': Pain messages and the start of fever.&lt;br /&gt;
*'''L2 (Acute)''': More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*'''L3 (GANGRENE)''': Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it's located:&lt;br /&gt;
*'''Meningitis (Brain)'''&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*'''Conjunctivitis (Eyes)'''&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*'''Endocarditis (Heart)'''&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*'''Pyelonephritis (Kidneys)'''&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*'''Pyogenic Abscess (Liver)'''&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*'''Pneumonia (Lungs)'''&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*'''Staph Infection (All external limbs)'''&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be '''overdosed (45u)''' immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|Corophizine]] can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:&lt;br /&gt;
*'''Limb gangrene''':&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*'''Organ necrosis''':&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve's organ '''with the patient's consent.'''&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it's the heart).&lt;br /&gt;
**If the brain or heart (unless you're fast) is necrotic, the patient will need to be resleeved.&lt;br /&gt;
&lt;br /&gt;
'''A note about necrosis''': If an organ is allegedly necrotic (namely on a printout) but the patient's temperature is normal and there was no previous infection, then ''surprisingly'' the organ isn't actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*'''[[Medical_Items#Splint|Splints]]''': A half-cast that keeps the fractured bone in place and prevents it from moving. '''This is a temporary remedy,''' and requires the following to actually treat...&lt;br /&gt;
*'''[[Surgery#Bone_Repair|Surgery]]''': By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*'''Osteodaxon''': A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Resleeving=&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Resleeving]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similar to cloning, Resleeving is a method of reviving someone - to an extent - via technology provided to Nanotrasen by [[Vey-Med]]. Perhaps the main difference between cloning and resleeving is that the mind records are kept separate from the body records, granting the ability to create custom sleeves to put yourself into without the need for brain transplant surgery (which would probably fail anyway due to organ rejection). Mind records are primarily maintained via backup implants provided by medical in reception which will backup the mind state of the patient periodically, with the added benefit of informing medbay staff over the medical frequency if an implant has ceased function, implying the patient has died. Legacy one-time mind scans are available with a SleeveMate, though, if patients don't like blinking pieces of metal in their necks.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Procedure===&lt;br /&gt;
The following steps will entail how to correctly resleeve a patient without error.&lt;br /&gt;
#Listen for the chime over the medical frequency about a patient's backup implant ceasing to function. This may take fifteen minutes after they have died. Alternatively, follow the rest of this guide if a patient you are caring for has died and cannot be resuscitated.&lt;br /&gt;
#*Someone who may or may not be related to the patient's death (which isn't any of your business anyway) may arrive with some of their items in a bag. Take the bag with you but do not look inside.&lt;br /&gt;
#'''Check the patient's records.''' If there is a Do Not Resuscitate or Do Not Resleeve (commonly known as a DNR), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag with a toe tag including name and transfer to the morgue.&lt;br /&gt;
#*A DNR may also be issued by the CMO if it is reasonable (e.g. not &amp;quot;lol don't resleeve them they're a butt&amp;quot;) or Central Command as long as hard evidence is supplied that the patient has committed suicide willingly.&lt;br /&gt;
#If the patient lacks a mind record and their body is still intact, scan their cadaver with a SleeveMate and select '''Mind-Scan (One Time)'''. A mind record with their name should appear shortly.&lt;br /&gt;
#Operate the console and '''ensure the mind scan is present''' before growing the body.&lt;br /&gt;
#Begin growing the body and tint the resleeving lab's windows.&lt;br /&gt;
#Once the body has been ejected from the growing tube, place it in the cryogenics tube and turn it on until their health reads 100%&lt;br /&gt;
#*Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations, including blindness and deafness.&lt;br /&gt;
#Eject the patient from the cryo tube and '''place a uniform from the spare clothing locker on them.''' If you were given a backpack with the patient's items, place their backpack on their back slot.&lt;br /&gt;
#Place the patient in the resleeving tube and sleeve their mind into their body. Eject from the tube and buckle them to the nearest chair.&lt;br /&gt;
&lt;br /&gt;
===Post-Resleeving Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious post-resleeving. Failure to heed these instructions may jeopardize the patient's mental well being and the credibility of your medical license.&lt;br /&gt;
#Shake the patient awake if they aren't already.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a 'warning shot' and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them that they have been resleeved.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. '''Misinformation may be detrimental to the patient.'''&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain, others may just stare blankly and really just want to run out the door to get eaten again &amp;lt;s&amp;gt;and waste your frikkin biomass&amp;lt;/s&amp;gt;.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. '''Avoid speculation.'''&lt;br /&gt;
#Advise the patient to relax for a while and inform them of the side effects of resleeving (generally fatigue).&lt;br /&gt;
'''Remember''': They are not a ''clone,'' they have only ''been cloned,'' in a sense. They are still themselves.&lt;br /&gt;
&lt;br /&gt;
===Carding===&lt;br /&gt;
If a patient doesn't have a body record and their previous body is no longer present or intact, then sleeving a mind record into a card may be necessary to help them design a new body (which will be discussed shortly). Sleeve cards are fully aware of their surroundings and situation and are even able to speak, but cannot do anything beyond that. There's no real reason to use this feature short of the reason above.&lt;br /&gt;
&lt;br /&gt;
===Body Design===&lt;br /&gt;
The body design console is located in the reception area of medbay and can be used by anyone, allowing them to design a body similar (but clunkier) to what they can do in character creation. This may also be used in case a patient doesn't have a body record and needs a new one designed. Once a body is designed it will need to be saved to a disk, which are kept in a box on a table behind the windows. Simply insert the disk, save the data onto it, eject it, then insert it into the resleeving console to grow.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
There are many races on Virgo, and even options that let you make your own (kinda)! Custom Species aside, some of the vanilla races react a little differently to different treatments. For the purpose of this guide, humans will be used as a base species to compare for the rest of them.&lt;br /&gt;
&lt;br /&gt;
===[[Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
Hairless apes that are smart &amp;lt;s&amp;gt;somehow&amp;lt;/s&amp;gt;. Would probably make up most of the (consistent) population of most stations.&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560 (copper-based)&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Bleed 50% faster.&lt;br /&gt;
*Take 10% less damage from overdoses.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.85&lt;br /&gt;
*Burn Modifier: 0.85&lt;br /&gt;
*Total Health: 125&lt;br /&gt;
*Blood Volume: 840&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Have 'ribplates' on their torso and lower body, which must be cut through in order to conduct any surgery in those areas.&lt;br /&gt;
*Less likely to suffer fractures, requiring higher brute values to break a bone.&lt;br /&gt;
*Lack kidneys and appendix, the liver making up for their absence.&lt;br /&gt;
*Less slowdown from wearing heavy items (e.g. duffle bags)&lt;br /&gt;
*Bleed 25% slower.&lt;br /&gt;
*Primarily carnivorous (half nutrition from all ''non-meat'' nutrition sources).&lt;br /&gt;
*Experience blurred vision, fatigue, and sleepiness from ingesting substances that are rich in certain sugars (honey, fruit juice, etc.).&lt;br /&gt;
Big &amp;lt;s&amp;gt;dumb OP&amp;lt;/s&amp;gt; lizards, traditionally second-class citizens on other servers.&lt;br /&gt;
&lt;br /&gt;
===[[Tajaran]]===&lt;br /&gt;
*Brute Modifier: 1.15&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Mildly cold-resistant, mildly heat-intolerant.&lt;br /&gt;
*''Not'' allergic to stimulants (here).&lt;br /&gt;
Bipedal &amp;lt;s&amp;gt;catbeasts&amp;lt;/s&amp;gt; furred feline-esque creatures hailing from a cold planet.&lt;br /&gt;
&lt;br /&gt;
===[[Teshari]]===&lt;br /&gt;
*Brute Modifier: 1.35&lt;br /&gt;
*Burn Modifier: 1.35&lt;br /&gt;
*Total Health: 50&lt;br /&gt;
*Blood Volume: 400&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Can breathe 12 kPa of oxygen from internals instead of 16 kPa.&lt;br /&gt;
*Preferably carnivorous (+20% nutrition from all meat).&lt;br /&gt;
Tiny fragile spacebirbs. Very fast, but will explode in a cloud of feathers if struck.&lt;br /&gt;
&lt;br /&gt;
===[[Sergal]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Forms: Saru&lt;br /&gt;
Hungry triangle-faced beings. No pros/cons.&lt;br /&gt;
&lt;br /&gt;
===[[Akula]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sobaka&lt;br /&gt;
*Can breathe underwater.&lt;br /&gt;
Shark-esque species raised alongside the Skrell.&lt;br /&gt;
&lt;br /&gt;
===[[Vulpkanin]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Wolpin&lt;br /&gt;
Indeterminate fox-dog-wolf type &amp;lt;s&amp;gt;mutts&amp;lt;/s&amp;gt; critters. That's about it.&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
*Breathes phoron. Liquid phoron is basically a Vox's version of Dexalin Plus.&lt;br /&gt;
*'''Actual Dexalin is lethal to Vox''', and may result in organ damage if injected.&lt;br /&gt;
*Different internal organs than most other species:&lt;br /&gt;
**Head, Brain - Prosthetic brain&lt;br /&gt;
**Torso, Lungs - Air capillaries&lt;br /&gt;
**Torso, Liver - Waste tract&lt;br /&gt;
**Torso, Kidneys - Filtration bladder&lt;br /&gt;
**Abdomen, Heart - Vox heart&lt;br /&gt;
*'''Cannot be resleeved''', once they are dead, their body cannot be grown and will just have to take place off-station.&lt;br /&gt;
&lt;br /&gt;
===[[Promethean]]===&lt;br /&gt;
*Brute Modifier: 0.75&lt;br /&gt;
*Burn Modifier: 2&lt;br /&gt;
*Total Health: 120&lt;br /&gt;
*Blood Volume: None, mechanically&lt;br /&gt;
*Primitive Forms: Slime&lt;br /&gt;
*Regenerates damage at 0.2 per tick.&lt;br /&gt;
*Can regenerate lost limbs, but their limbs are also destroyed much more easily.&lt;br /&gt;
*Cannot suffocate.&lt;br /&gt;
*No internal organs sans slime core, which is their brain located in their chest. Healed with Alkysine.&lt;br /&gt;
*Require a Bio-Adaptive NIF if they want a NIF at all.&lt;br /&gt;
**Can implant a NIF into them by just slam dunking it into their face.&lt;br /&gt;
*Being covered in water will inhibit a Promethean's ability to regenerate.&lt;br /&gt;
*Prometheans ''melt'' on death. They can be revived by injecting their core with 40u Phoron. Additional nutrition may be necessary as well.&lt;br /&gt;
&lt;br /&gt;
===[[Nevrean]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sparra&lt;br /&gt;
Bird people with beaks that don't smell. Tweet tweet. Can fly.&lt;br /&gt;
&lt;br /&gt;
===[[Zorren]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560 (copper-based)&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Found around Virgo or something.&lt;br /&gt;
&lt;br /&gt;
===[[Vasillisan]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Spider people. Not much is really known &amp;lt;s&amp;gt;because their development is on hold I guess&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===[[Rapala]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Birb people but more human.&lt;br /&gt;
&lt;br /&gt;
===[[Diona]]===&lt;br /&gt;
*Regenerates health and nutriment when in light.&lt;br /&gt;
*No more or less resistant to harm than a human, but can't be incapacitated by pain (so they effectively have twice as much health) and are highly resistant to electrical shocks.&lt;br /&gt;
*Essentially immune to extremely low pressures and both low and high temperatures.&lt;br /&gt;
*Extremely slow. On the plus side, they experience almost no slowdown from items and light snow or shallow water.&lt;br /&gt;
*Most reagents have little to no effect on a Diona&lt;br /&gt;
*Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
*Doesn’t have internal organs and isn’t affected by broken limbs.&lt;br /&gt;
*Can't be slipped.&lt;br /&gt;
*'''Cannot be resleeved.''' On &amp;quot;death&amp;quot;, explodes/collapses into a diona &amp;quot;nymph&amp;quot; which can regenerate into a full diona after some time and feeding/attention.&lt;br /&gt;
&lt;br /&gt;
===[[Xenochimera]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Damage, Pain, and Low Nutrition are all '''Feral Triggers'''&lt;br /&gt;
*Jitteriness mildly contributes to Feral-ness.&lt;br /&gt;
*When Feral, lights cause hallucinations.&lt;br /&gt;
**They'll generally flee to dark areas like maintenance tunnels.&lt;br /&gt;
*Can self-repair damage at the cost of time and nutriment, actual medical treatment will generally be faster.&lt;br /&gt;
*Can revive self, if liquid nutriment is present in bloodstream. &lt;br /&gt;
*If Feral: Put in dark area, give food (preferably meat!), attempt to fix injuries/pain. &lt;br /&gt;
*'''Cannot be resleeved.''' Put the &amp;quot;corpse&amp;quot; somewhere safe and dark, shoot it full of liquified meat, then stand well back until it goes &amp;lt;s&amp;gt;ding&amp;lt;/s&amp;gt; splort.&lt;br /&gt;
&lt;br /&gt;
===[[Xenomorph Hybrid]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Just a human mixed with xeno DNA. &amp;lt;s&amp;gt;Why is this whitelisted again?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:PGlasses.png]] A pair of [[Medical_Items#AR-M|AR-M glasses]] can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient's job icon next to the health bar, but probably the biggest step up from regular HUDs is the fact that it can view suit sensors in a new window. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. '''Ensure that you are not sharing the same syringe between patients.''' Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don't halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient's vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
*[[File:Sleevemate.png]] A [[Medical_Items#SleeveMate_3200|SleeveMate]] to scan the minds/bodies of cadavers if they have no records present in the resleeving console.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient's health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.&lt;br /&gt;
**The lowest setting skips 99 of 100 life ticks.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]] Cryogenics===&lt;br /&gt;
A true marvel of Medical are it's cryogenic tubes; once the patient is cooled below 0C, they'll slowly recover from most forms of basic injury. That said, the real magic begins when using certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
The Cryogenic tubes are even self-regulating, and will not dump the entire contents of their beaker into a single patient; so long as the patient has ''any'' cryoxadone ''or'' clonexadone in their bloodstream, the tube will not transfer more reagents to them. Combined with the multiplication effect, this means whole system is fairly efficient and also avoids overdosing patients.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Resleevingpod.gif]]Resleeving Pods===&lt;br /&gt;
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead&amp;lt;s&amp;gt;, particularly when they get eaten&amp;lt;/s&amp;gt;. See the Resleeving heading above about how to use this.&lt;br /&gt;
&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 3==&lt;br /&gt;
===Reception===&lt;br /&gt;
This is the entrance to medbay and where most doctors will probably wait by sitting behind the desk, and where many patients will move to if they are injured and seeking help, or if they just want an implant. Some features of the room are:&lt;br /&gt;
*Two crew monitoring consoles.&lt;br /&gt;
*A body design console.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
*Two shortwave radios.&lt;br /&gt;
&lt;br /&gt;
===Emergency Treatment Center===&lt;br /&gt;
Also known as the ETC, this is the most frequented area of medical for conducting treatments. Some features are:&lt;br /&gt;
*The body scanner, along with a filing cabinet to store scan records.&lt;br /&gt;
*Two sleepers.&lt;br /&gt;
*Two cryogenic tubes.&lt;br /&gt;
*Two rechargers.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
*An IV drip with O- blood bag cabinet.&lt;br /&gt;
*A requests console.&lt;br /&gt;
*Two bottles of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Lab===&lt;br /&gt;
The lab where crew are resleeved whenever they [[Guide_to_Vore|suffer tragic accidents]]. Some features are:&lt;br /&gt;
*The resleeving console, which manages body and mind records.&lt;br /&gt;
*The growing pod, which synthesizes a body similar to the body record provided.&lt;br /&gt;
*The resleeving pod, which sleeves the latest mind record of the patient into the body inside the pod.&lt;br /&gt;
*A cryogenic tube to heal bodies with genetic damage.&lt;br /&gt;
*A locker with spare radios and jumpsuits.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Some penlights to diagnose certain mutations.&lt;br /&gt;
&lt;br /&gt;
===CMO's Office===&lt;br /&gt;
Perhaps the smallest office of all heads of staff. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*An employment records console.&lt;br /&gt;
*[[Critters#Pets|Runtime]], the medbay cat.&lt;br /&gt;
*The CMO's locker.&lt;br /&gt;
*Several lockdown switches.&lt;br /&gt;
*A fax machine.&lt;br /&gt;
*A requests console.&lt;br /&gt;
&lt;br /&gt;
===Recovery Ward===&lt;br /&gt;
A large room with windows on the edge of the asteroid, giving a good view of space &amp;lt;s&amp;gt;and letting the occasional space carp know who's on the menu&amp;lt;/s&amp;gt;. Some features are:&lt;br /&gt;
*Six beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A stasis bag.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===Examination Room===&lt;br /&gt;
Essentially a larger patient room with a few tools to diagnose trivial ailments. Good place to update someone's medical records. Some features are:&lt;br /&gt;
*A stethoscope.&lt;br /&gt;
*A clipboard, paper bin, and pen to write notes on.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A cane.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A wheelchair.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Patient A, B, and C===&lt;br /&gt;
Small rooms with doors that have their access restrictions removed, but are otherwise quite cramped. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Primary Storage===&lt;br /&gt;
Located pretty much in the middle of medbay, this room is mostly used either to get to Chemistry or to go down to Secondary Storage. Some features are:&lt;br /&gt;
*Some medkits.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*Two wheelchairs.&lt;br /&gt;
*A box of Medical NIFSoft disks.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A prescription glasses kit.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The lab that produces invaluable medicine for doctors. Some features are:&lt;br /&gt;
*Three chem dispensers.&lt;br /&gt;
*Three ChemMasters.&lt;br /&gt;
*Three large beakers.&lt;br /&gt;
*A reagent grinder.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 1===&lt;br /&gt;
A roomy operation room to conduct surgery, usually with two surgeons. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*Two scalpels.&lt;br /&gt;
*Two hemostats.&lt;br /&gt;
*Two retractors.&lt;br /&gt;
*Two surgical saws.&lt;br /&gt;
*Two surgical drills.&lt;br /&gt;
*Two Fix'O'Veins.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*Two bone setters.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Nanopaste.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 2===&lt;br /&gt;
A smaller but still comfortable operating room for one surgeon to use. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*One scalpel.&lt;br /&gt;
*One hemostat.&lt;br /&gt;
*One retractor.&lt;br /&gt;
*One surgical saw.&lt;br /&gt;
*One surgical drill.&lt;br /&gt;
*One Fix'O'Vein.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*One bone setter.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip with O- blood bag.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Psych Room===&lt;br /&gt;
The domain of the psychologist, large and comfortable with wood flooring and carpet. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Some bookshelves.&lt;br /&gt;
*Some therapy dolls.&lt;br /&gt;
*A couch and chair.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 2==&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
A larger storage area that can be reached by taking the stairs from Primary Storage. Some features are:&lt;br /&gt;
*Two advanced kits.&lt;br /&gt;
*Two burn kits.&lt;br /&gt;
*Two toxin kits.&lt;br /&gt;
*Two oxy kits.&lt;br /&gt;
*Two random kits.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A gas cooler with three oxygen canisters connected.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*Some medical belts.&lt;br /&gt;
*Some stethoscopes.&lt;br /&gt;
*Two toolboxes.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A radiation suit.&lt;br /&gt;
*A crate of grenade casings, igniters, and timers.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*A straight jacket and muzzle.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
Where cadavers in body bags go if they cannot be resuscitated, or have records stating not to resuscitate. Some features are:&lt;br /&gt;
*Eleven morgue trays.&lt;br /&gt;
*An operating table with autopsy scanner, scalpel, and cautery.&lt;br /&gt;
*A filing cabinet for autopsy reports.&lt;br /&gt;
*A camera.&lt;br /&gt;
*Two boxes of body bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
&lt;br /&gt;
===Break Room===&lt;br /&gt;
A medium sized room with a few vendors and seats to allow staff to have a comfortable break. Some features are:&lt;br /&gt;
*Four vendors.&lt;br /&gt;
*A microwave with donk pockets.&lt;br /&gt;
*Two washing machines.&lt;br /&gt;
*A handheld translator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A deck of cards.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
A small area for paramedics/EMTs to prepare for work. Some features are:&lt;br /&gt;
*Two disassembled voidsuits.&lt;br /&gt;
*A suit cycler.&lt;br /&gt;
*Two oxygen tanks.&lt;br /&gt;
*Two suit coolers.&lt;br /&gt;
*A toolbox with multitool.&lt;br /&gt;
*A compact defibrillator.&lt;br /&gt;
*A Rescue Hardsuit.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
A really large area to handle viral triage, research pathogens, and develop cures. Some features are:&lt;br /&gt;
*Two incubators.&lt;br /&gt;
*Two antibody centrifuges.&lt;br /&gt;
*A pathogenic isolator.&lt;br /&gt;
*A pathogen analyzer.&lt;br /&gt;
*A virus food dispenser.&lt;br /&gt;
*A monkey cube box.&lt;br /&gt;
*A checkpoint airlock.&lt;br /&gt;
*A decontamination airlock.&lt;br /&gt;
*A virus ward with four beds and a few vendors.&lt;br /&gt;
*Two isolation cells.&lt;br /&gt;
*Disposal chutes that lead to space.&lt;br /&gt;
*'''No virus samples.'''&lt;br /&gt;
&lt;br /&gt;
===Medbay Escape Shuttle===&lt;br /&gt;
A shuttle that unlocks if an evacuation order is called, along with a few pieces of equipment capable of sustaining patients that require further medical treatment. Some features are:&lt;br /&gt;
*A cryogenic tube.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A wall mounted NanoMed.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
&lt;br /&gt;
==Surface 3==&lt;br /&gt;
===Surface Triage===&lt;br /&gt;
Essentially a mini-medbay on the surface of Virgo-3B, conveniently on the same floor as the bar. Rarely manned, though. Some features are:&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A crew monitoring console.&lt;br /&gt;
*Some randomized medkits.&lt;br /&gt;
*A body scanner.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
&lt;br /&gt;
==Surface 1==&lt;br /&gt;
===First Aid Station===&lt;br /&gt;
This isn't actually expected to be manned, this is just the first place people go that didn't fare so well from EVAing out onto the surface. Some features are:&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A roller bed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]'''Incision Management System (IMS)''': Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]'''Boneclamp''': Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]'''Laser Scalpel''': Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]'''Bluespace Beaker''': Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]'''Cryostasis Beaker''': Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]'''Pink Slime Extract''': Pink slimes are essentially smarter medibots, but their extract is what we're mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of phoron will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]'''Odysseus''': A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to '''scan reagents and synthesize them''', allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]'''Super Capacity/Hyper Capacity Power Cells''': A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG's cell will allow the user to use it's modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]'''Advanced Roller Bed''': Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it's size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]'''Medibots''': Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it's maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to '''not load in medicines that the patient can easily overdose on'''.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]'''Growing Pod''': Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Resleevingpod.gif]]'''Resleeving Pod''': Upgrading the resleeving pod will result in less confusion and dizziness for the patient, allowing the to become acquainted easier with their situation.&lt;br /&gt;
*[[File:Freezer.gif]]'''Gas Cooler''': Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]'''Clotting Kit''': A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]'''Vey-Med Voidsuit''': A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]'''Stasis Bags''': Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]'''Surgical Tools''': If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]'''Virus Samples''': Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CMO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Code Green'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Code Blue'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist ''unless'' it's directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Code Red'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**You '''need''' to provide information about a patient upon request as long as it's relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*'''Trespassing''': If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*'''Neglect of Duty''': If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*'''Disrespect to the Dead''': Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and '''EATING THE CORPSE FALLS UNDER THIS AS WELL.'''&lt;br /&gt;
*'''Animal Cruelty''': Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*'''Suicide Attempt''': While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*'''Violating Employee Privacy/Breach of Medical Confidentiality''': Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Surgery&amp;diff=666</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Surgery&amp;diff=666"/>
		<updated>2023-12-15T17:56:35Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates surgery to be up to date with vores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of medical tools in the [[Operating Theatre]], along with an operating table. Ideally, only [[Medical Doctor|Surgeons]] and the [[Chief Medical Officer]] can perform advanced surgery. Remember to let each step complete fully, else you &amp;lt;s&amp;gt;risk harming yourself or your patient&amp;lt;/s&amp;gt; like playing dangerously and want to ace that surgery.&lt;br /&gt;
&lt;br /&gt;
===Field Surgery===&lt;br /&gt;
Generally this should only be put into play if you are unable to reach medbay or the operating rooms (e.g. singularity eats medbay) and surgery needs to be done immediately. Any table will work, though an operating table has the least chance of failures. Putting the patient in an aggressive grab and clicking the table will lay them on the table, from there you should probably instruct them to rest or else they'll just get back up. Roller beds, however, have a better chance of success than regular tables. The tools you use will also determine the success of each surgery, with a scalpel having the highest chance of success, a sharp knife being suitable, while some sharp object like a glass shard will spur issues.&lt;br /&gt;
&lt;br /&gt;
===Surgical Tools===&lt;br /&gt;
Surgery tools aren't common and are pretty much only found in the operating rooms. The ghetto tools can be found just about everywhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
'''The following are the standard surgical tools most doctors will need:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] [[Medical_Items#Incision_Management_System|Incision Management System]]&lt;br /&gt;
* [[File:Boneclamp.png]] [[Medical_Items#Boneclamp|Boneclamp]]&lt;br /&gt;
* [[File:Laserscalp.png]] [[Medical_Items#Laser_Scalpel|Laser scalpel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
'''The following are tools that can be used in place of their surgically refined counterparts.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Ghetto tools:&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Screwdriver_tool.png]] Screwdriver&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery. Make sure to clean your tools after every surgery as well with a spray bottle of either space cleaner or sterilizine '''If you use a syringe on a patient, dispose of it. Never re-use a syringe, else you risk giving the patient an infection. ''&amp;lt;u&amp;gt;You don’t want to spread infection.&amp;lt;/u&amp;gt;''''' &lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned in a body scanner before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table.&lt;br /&gt;
# Make sure you're wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the person to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the person and click on the operating table to lay them down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient's vitals, the surgery will not work.&lt;br /&gt;
# Clickdrag from the [[File:Entwenty.png]] anesthetic pump onto the patient to place the mask over their face and automatically enable their internals.&lt;br /&gt;
## Alternatively, pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] sleeping agent.&lt;br /&gt;
## Clickdrag their body onto yours to view their inventory. Place the medical mask on their mask slot and the tank of nitrous on their back.&lt;br /&gt;
## Clickdrag their body onto yours once again to refresh the window. A new option called ''Set Internals'' will appear towards to bottom. Clicking it will turn on the anesthetics after a short while.&lt;br /&gt;
# Examine the patient until it reports that they are unconscious, alternatively view the [[File:Crewmonitor.gif]] Operating Computer until their status reads 'Non-Responsive'.&lt;br /&gt;
# Make sure you're set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a '''sink''' to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Surgery List==&lt;br /&gt;
There are many different types of surgeries that can be performed. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* '''NOTE:''' Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] [[Medical_Items#Incision_Management_System|IMS]] if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] [[Medical_Items#Laser_Scalpel|Laser Scalpel]].&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] '''scalpel''' to create an incision.&lt;br /&gt;
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
For internal work in '''chest and skull only''':&lt;br /&gt;
# Use the [[File:Saw.png]] '''bone saw''' to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to move the bone aside.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
&lt;br /&gt;
If you had to use the [[File:Saw.png]] '''bone saw''' earlier (chest/head):&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] '''bone gel''' to mend their ribcage/skull ''unless'' the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
&lt;br /&gt;
Then after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] '''cautery''' to seal the incision.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* '''NOTE:''' Steps 3-5 can be replaced with one use of a [[File:Boneclamp.png]] [[Medical_Items#Boneclamp|Boneclamp]] if one is available to you.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform '''Opening a Surgical Site'''.&lt;br /&gt;
# Ensure the target limb doesn't have any damage, otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] '''bone gel''' to the broken bone.&lt;br /&gt;
# Use the [[File:Bone setter.png]] '''bone setter''' to put the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] '''bone gel'''.&lt;br /&gt;
# Perform '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Facial Reconstruction==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The fixing of facial and vocal deformaties.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient's mouth - '''not head''' - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] '''scalpel'''.&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to mend their vocal cords.&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to put the skin back in place.&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] '''cautery'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 10%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Fork 75%, crowbar 55%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Bleeding==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and veins within the body to stop internal bleeding.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Fixovein.png]] Fix'O'Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs with new ones. Yes, even the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient's affected (missing) limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# If patient has Limb Stump, use [[File:Saw.png]] '''Circular Saw''' to cut it off, otherwise skip this step.&lt;br /&gt;
# Attach the appropriate limb, either mechanical or organic.&lt;br /&gt;
# Use [[File:Hemostat.png]]'''Hemostat''' to reconnect the nerves.&lt;br /&gt;
# Use a [[File:Traumakit.png]] '''trauma kit''' if the patient requires one (may need to be applied to either the new limb, or the 'parent' body part it was attached to).&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Brain-stem reattachment==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This surgery is useful for undoing decapitation.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site''' for the head.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to mend the blood vessels on the target's brainstem.&lt;br /&gt;
# Use the [[File:Drill.png]] '''surgical drill''' to drill around the target's brainstem. (This causes a skull fracture.)&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to pick out bone chips from around the target's brainstem.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to fuse the target's brainstem.&lt;br /&gt;
# Apply [[File:Bone gel.png]] '''bone gel''' to mend the target's vertebrae. (This allows the patient to be defibrillated.)&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to realign the tissues in the target's skull.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organs Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending damaged organs such as lungs, liver, and brain.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] '''Advanced trauma kit''' for organic organs&lt;br /&gt;
#* [[File:Nanopaste.png]] '''Nanopaste''' for synthetic organs&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples' body cavities, such as NIFs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside:&lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
#* If you are implanting a NIF, you must target the head.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Drill.png]] '''surgical drill''' to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use '''FixOVein''' to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] '''cautery''' to mend cavity wall.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Alien Embryo Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing hazardous parasites from the body.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Hemostat.png]] '''hemostat''' to remove the alien embryo.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of the brain or other organs&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ's location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
&lt;br /&gt;
'''Removing an organ''':&lt;br /&gt;
# Use the [[File:Scalpel.png]] '''scalpel'''. This will open up a window asking you which organ you'd like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] '''hemostat''. This will open up a window asking you which loose organ you'd like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer. For [[Roboticist#Cyborgs|Borgification]], place the brain in an [[File:MMI empty.png]] MMI and give it to a [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
'''Inserting an organ''':&lt;br /&gt;
# Use the organ you intend to transplant on the patient.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to reconnect the organ to the body.&lt;br /&gt;
# Administer a [[File:Traumakit.png]] '''advanced trauma kit''' or use the [[File:Nanopaste.png]] '''nanopaste''' if required, to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix'O'Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. ''Do not'' transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Trauma Reconstruction Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing brute, toxin and burn damage using surgery&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the severely damaged body part in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use [[File:Autopsy scanner.png]] '''Autopsy Scanner''' &lt;br /&gt;
#* For brute use [[File:Traumakit.png]] '''advanced trauma kit'''&lt;br /&gt;
#* For burns use [[File:BurnKit.png]] '''advanced burn kit'''&lt;br /&gt;
#* For toxins use [[File:BioRegenerator.png]] '''Bioregenerator''' on chest.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis caused by septic infections. '''Not''' organs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic organ in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Scalpel.png]] '''scalpel''' to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] '''dropper''' filled with [[Guide_to_Chemistry|'''Peridaxon''']] to revive the necrotic organ.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Aim anywhere in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner on Harm intent to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a '''plasma cutter''', [[File:Welderon.gif]] '''welding tool''', or [[File:Saw.png]] '''circular saw''' to slice the hardsuit seals open. ''This may take several attempts.''&lt;br /&gt;
# Pull the hardsuit control module off their back.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Synthetic Patients=&lt;br /&gt;
==Roboticist Guide to robo-surgery.==&lt;br /&gt;
Many of the same steps as listed above should be practiced on synthetic crew. While they may not bleed or have the risk of infection. Proper protocol should be followed. Also remember that '''&amp;quot;Screwdrivers [[File:Screwdriver tool.png]] having a 30% chance to fail.&amp;quot;''' It is best to operate with '''nano-paste [[File:Nanopaste.png]]''' when available. As screw driver fails can cause further damage.&lt;br /&gt;
&lt;br /&gt;
==The Procedures==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | '''Opening and Closing'''&lt;br /&gt;
|-&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |What You're Doing&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; | Where To Aim&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |Steps To Take&lt;br /&gt;
|-&lt;br /&gt;
|Opening a hatch&lt;br /&gt;
|The prosthetic to be operated on&lt;br /&gt;
|[[File:Screwdriver tool.png]] -&amp;gt; [[File:Crowbar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Closing a hatch&lt;br /&gt;
|The body part to be closed up&lt;br /&gt;
|[[File:Crowbar.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | '''Treating Problems'''&lt;br /&gt;
|-&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |What You're Doing&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; | Where To Aim&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |Steps To Take&lt;br /&gt;
|-&lt;br /&gt;
|Fixing Brute Damage &lt;br /&gt;
|Where the damage is&lt;br /&gt;
|Wear your [[File:WeldingHelmet.png]] -&amp;gt; [[File:Welderon.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|Fixing Burn Damage&lt;br /&gt;
|Where the damage is&lt;br /&gt;
|Open -&amp;gt; [[File:CableCoils.png]] (Repeat until fixed) -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Repairing Internal Organs&lt;br /&gt;
|Head, upper, or lower body&lt;br /&gt;
|Open -&amp;gt; [[File:Screwdriver tool.png]](70% Success) / [[File:Nanopaste.png]](100% Success) -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Removing Limbs&lt;br /&gt;
|The extremity or stump to remove &lt;br /&gt;
|[[File:Saw.png]] -&amp;gt; Target Higher (the arm for a hand, the body for an arm, the leg for a foot, the groin for a leg)&lt;br /&gt;
|-&lt;br /&gt;
|Replacing Limbs &amp;amp; Heads&lt;br /&gt;
|The extremity or stump to replace &lt;br /&gt;
|[[File:Saw.png]] -&amp;gt; Target Higher (the arm for a hand, the body for an arm, the leg for a foot, the groin for a leg) -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Extracting Objects&lt;br /&gt;
|Where the embedded object is &lt;br /&gt;
|Open -&amp;gt; [[File:Hemostat.png]] until successful -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Implanting Objects&lt;br /&gt;
|Where you want to embed the object &lt;br /&gt;
|Open -&amp;gt;[[File:Drill.png]] -&amp;gt; Object to implant -&amp;gt; [[File:FixoVein.png]] if a vein is torn -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Damaged Faces &lt;br /&gt;
|Head&lt;br /&gt;
|Fix any brute + burn damage&lt;br /&gt;
|-&lt;br /&gt;
|Removing Internal Organs &lt;br /&gt;
|Head, upper, or lower body &lt;br /&gt;
|Open -&amp;gt; [[File:Multitool.png]] -&amp;gt; [[File:Hemostat.png]]-&amp;gt; pick organ -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Transplanting/Inserting Internal Organs&lt;br /&gt;
|Head, upper, or lower body&lt;br /&gt;
|Open -&amp;gt; Replacement Organ -&amp;gt; [[File:Screwdriver tool.png]] -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Transplanting MMI&lt;br /&gt;
|Head &lt;br /&gt;
|Open -&amp;gt; Replacement MMI -&amp;gt; Close&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Staff&amp;diff=644</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Staff&amp;diff=644"/>
		<updated>2023-12-02T11:40:00Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Byond !! Discord !! Wiki&lt;br /&gt;
|-&lt;br /&gt;
| Host || blackangelsace || Kelshark#6969 || [[User:Kelshark|Kelshark]]&lt;br /&gt;
|-&lt;br /&gt;
| HeadMin || izac112 || izac112#6225 || [[User:Izac112|Izac112]]&lt;br /&gt;
|-&lt;br /&gt;
| Assistant Headmin || legion2552 || Leegoon#0763 || [[User:Legion2552|Legion2552]]&lt;br /&gt;
|-&lt;br /&gt;
| Administrator || dushka || Arkelis#2633 || [[User:Arkelis|Arkelis]]&lt;br /&gt;
|-&lt;br /&gt;
| Administrator || dwaggy90 || Dwaggy#2456 || [[User:Dwaggy|Dwaggy]]&lt;br /&gt;
|-&lt;br /&gt;
| Moderator || devilsaaron || DevilsIso#3694 || N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=635</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=635"/>
		<updated>2022-05-09T21:07:09Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chemicals==&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, 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; width=&amp;quot;300px&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Alumnium'''||'''Carbon'''||'''Chlorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Copper'''||'''Ethanol'''||'''Fluorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hydrogen'''||'''Iron'''||'''Lithium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mercury'''||'''Nitrogen'''||'''Oxygen'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Phosphorus'''||'''Potassium'''||'''Radium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sulph. acid'''||'''Silicon'''||'''Sodium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sugar'''||'''Sulfur'''||'''Tungsten'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
Pharmaceutical chemicals can usually be identified by a light pink-ish color.&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
&lt;br /&gt;
Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Adranol&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;SweatMAX vendors, goats, cows, or kitchen supplies&amp;quot; style=&amp;quot;text-decoration:underline&amp;amp;quot;&amp;quot;&amp;gt;Milk&amp;lt;/span&amp;gt;, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
|-&lt;br /&gt;
|Alkysine&lt;br /&gt;
||1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Alkysine&lt;br /&gt;
|-&lt;br /&gt;
|Arithrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
|-&lt;br /&gt;
|Bicaridine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
|-&lt;br /&gt;
|Calcium Carbonate&lt;br /&gt;
||3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
|-&lt;br /&gt;
|Carthatoline&lt;br /&gt;
||0.1 part &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts Carbon -&amp;gt; 2 parts Carthatoline&lt;br /&gt;
|-&lt;br /&gt;
|Clonexadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Corophizine&lt;br /&gt;
||1 part ,u&amp;gt;Spaceacillin, 1 part Carbon, 0.1 part &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; (catalyst) -&amp;gt; 2 parts Corophizine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Cryoxadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
|-&lt;br /&gt;
|Dermaline&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Silicon, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin Plus&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
|-&lt;br /&gt;
|Dylovene&lt;br /&gt;
||1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 parts Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Ethylredoxrazine&lt;br /&gt;
||1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
|-&lt;br /&gt;
|Hyperzine&lt;br /&gt;
||1 part Sugar, 1 part Phosphorous, 1 part Sulphur -&amp;gt; 3 parts Hyperzine&lt;br /&gt;
|-&lt;br /&gt;
|Hyronalin&lt;br /&gt;
||1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
|-&lt;br /&gt;
|Imidazoline&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
|-&lt;br /&gt;
|Inaprovaline&lt;br /&gt;
||1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
|-&lt;br /&gt;
|Kelotane&lt;br /&gt;
||1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
|-&lt;br /&gt;
|Leporazine&lt;br /&gt;
||1 part Silicon, 1 part Copper, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Myelamine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
|-&lt;br /&gt;
|Oxycodone&lt;br /&gt;
||1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (Catalyst) -&amp;gt; 1 part Oxycodone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Osteodaxon&lt;br /&gt;
||20 Phoron, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon, 30 Carpotoxin&lt;br /&gt;
|-&lt;br /&gt;
|Paracetamol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 2 parts Clonexadone, 10 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Rezadone&lt;br /&gt;
||1 part CarpoToxin, 1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part Copper&lt;br /&gt;
|-&lt;br /&gt;
|Ryetalyn&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Hyronalin, 1 part Hydrogen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Arithrazine&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Ryetalyn&lt;br /&gt;
|-&lt;br /&gt;
|Spaceacillin&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Spaceacillin&lt;br /&gt;
|-&lt;br /&gt;
|Stimm&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;NutriMax vendors or biogenerators&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Left 4 Zed&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Stimm, 5 units Welding Fuel&lt;br /&gt;
|-&lt;br /&gt;
|Synaptizine&lt;br /&gt;
||1 part Lithium, 1 part Sugar, 1 part Water -&amp;gt; 3 parts Synaptizine&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
|-&lt;br /&gt;
|Tricordrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Dylovene&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
&lt;br /&gt;
The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance. Formulas are formatted to be &amp;quot;mechanical recipe (how the game calculates it) '''OR''' practical recipe (how to make a bottle or two's worth using only a single beaker)&amp;quot;. Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Adranol&lt;br /&gt;
|formula = 2 parts Milk, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
'''OR''' 60 Milk, 30 Hydrogen, 30 Potassium -&amp;gt; 90 Adranol&lt;br /&gt;
|effects = Fixes blurred vision, confusion and is the only chem to actually fix the jitters, with the exception of Impedrezene. Use this for resleeved patients, as well as patients being given Peridaxon or Oxycodone.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Alkysine&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 part Alkysine&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 30 Chlorine, 30 Nitrogen -&amp;gt; 60 Alkysine, 30 Dylovene&lt;br /&gt;
|effects = Used for treating brain damage. Slighly lessens the pain. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Arithrazine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
'''OR''' 10 Nitrogen, 10 Potassium, 10 Silicon, 30 Radium, 60 Hydrogen -&amp;gt; 120 Arithrazine&lt;br /&gt;
|effects = A very unstable medication used to treat the most extreme cases of radiation poisoning. It works faster than Hyronalin, but will cause some brute damage to the patient (including to the patient's cybernetic limbs). Such damage is very mild at low doses and easily treated at higher doses. It can also treat toxic damage, but not as effective as Dylovene. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Bicaridine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
'''OR''' 20 oxygen, 20 sugar, 80 carbon -&amp;gt; 120u bicard&lt;br /&gt;
|effects = An analgesic which is highly effective at treating brute damage. It is useful for stabilizing people who have been severely beaten, as well as treating less life-threatening injuries. A (poisonous) overdose will gradually slow internal bleeding. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Calcium Carbonate&lt;br /&gt;
|formula = 3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
'''OR''' 60 Oxygen, 20 Calcium, 20 Carbon -&amp;gt; 40 Calcium Carbonate&lt;br /&gt;
|effects = Calcium Carbonate is a calcium salt commonly used as an antacid. Injected, causes toxin damage, ingested, prevents vomiting.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Carthatoline&lt;br /&gt;
|formula = 0.1 part Phoron, 1 part Dylovene, 2 parts Carbon -&amp;gt; 2 parts Carthatoline &lt;br /&gt;
'''OR''' 20 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon -&amp;gt; 60 Carthatoline, 17 Phoron&lt;br /&gt;
|effects = A strong evacuant used to treat severe poisoning. Heals toxins more quickly than dylovene, and can repair liver damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryoxadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
'''OR''' 10 Phoron, 40 Oxygen, 20 Water, 20 Oxygen, -&amp;gt; 60 Cryoxadone, 8 Phoron&lt;br /&gt;
|effects = Required for the proper function of cryogenics. It heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Heals clone damage slowly, such as caused by cloning or [[Slime]]s. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Corophizine&lt;br /&gt;
|formula = 1 part Spaceacillin, 1 part Carbon, 0.1 part Phoron (used), 5 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 5 Carbon, 5 Oxygen, 5 Sugar, 5 Oxygen, 5 Potassium, 5 Sugar, 30 Carbon, 3+5 Phoron -&amp;gt; 30 Corophizine&lt;br /&gt;
|effects = A wide-spectrum antibiotic, it can treat bacterial infections (but not viruses) better than Spaceacillin. Side-effects include: hallucinations, shortness of breath, fainting, spontaneous tendon rupture. For professional care use only.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Clonexadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium -&amp;gt; 60 Clonexadone, 16 Phoron&lt;br /&gt;
|effects = Heals standard damage the same as Cryoxadone. This chemical reforms clones much faster then Cryoxadone. This includes damage done by [[Slime]]s. Best used in cryo cells. Only works in temperatures under 170K (usually this means cryo cells). The lower the temperature, the better it works.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dermaline&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Used for treating burns. Works faster than Kelotane, but can be used simultaneously with it, to increase the effect.. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin&lt;br /&gt;
|formula = 2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 120 Oxygen -&amp;gt; 60 Dexalin, 14 Phoron&lt;br /&gt;
|effects = Used for treating oxygen deprivation; slowly heals suffocation damage. In most cases where it is likely to be needed, the strength of Dexalin Plus will probably be more useful. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin Plus&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
'''OR''' 4 phoron, 80 oxygen, 40 carbon, 40 iron -&amp;gt; 120u dexalin plus&lt;br /&gt;
|effects = Used in treatment of extreme cases of oxygen deprivation. It immediately counters all oxygen loss and is useful to keep lung injury patients stable during surgery. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dylovene&lt;br /&gt;
|formula = 1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 part Dylovene&lt;br /&gt;
'''OR''' 40 Silicon, 40 Nitrogen, 40 Potassium -&amp;gt; 120 Dylovene&lt;br /&gt;
|effects = A broad-spectrum anti-toxin. Heals toxin damage; will also shorten the durations of drug-related hallucinations and sleepiness, and remove toxic substances in the blood. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ethylredoxrazine&lt;br /&gt;
|formula = 1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Oxygen, 30 Carbon -&amp;gt; 90 Ethylredoxrazine&lt;br /&gt;
|effects = Neutralises alcohol in the blood stream. Though it is commonly needed, it is rarely requested. When combined with ethanol, it produces water. It also treats dizziness, sleepiness, and stuttering. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyperzine&lt;br /&gt;
|formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
'''OR''' 40 Sugar, 40 Phosphorous, 40 Sulphur -&amp;gt; 120 Hyperzine&lt;br /&gt;
|effects = A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing. Side effects include twitching, nervousness, and psychological addiction. Metabilizes at 0.03 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyronalin&lt;br /&gt;
|formula = 1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 60 Radium -&amp;gt; 120 Hyronalin&lt;br /&gt;
|effects = Basic treatment for radiation damage. Reduces radiation damage more slowly than Arithrazine, but without its painful side effects. Does nothing against toxic damage. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Imidazoline&lt;br /&gt;
|formula = 1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Carbon, 30 Hydrogen -&amp;gt; 60 Imidazoline&lt;br /&gt;
|effects = For treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Inaprovaline&lt;br /&gt;
|formula = 1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
'''OR''' 40 Oxygen, 40 Carbon, 40 Sugar -&amp;gt; 120 Inaprovaline&lt;br /&gt;
|effects = Inaprovaline is a cardiac and synaptic stimulant. Commonly used to stabilize patients - it stops the rate of decline in a patient's body if it has reached 0% or lower. Weak painkiller. Metabolizes at 0.1 units per tick. Overdose is 60 units. Also arrests (most) allergic reactions.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Kelotane&lt;br /&gt;
|formula = 1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Leporazine&lt;br /&gt;
|formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon -&amp;gt; 60 Leporazine, 10 Phoron&lt;br /&gt;
|effects = Stabilizes a patient's body temperature. Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Myelamine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
'''OR''' 5 Oxygen, 5 Sugar, 20 Carbon, 30 Iron, 60 Spidertoxin, 30 Iron -&amp;gt; 60 Myelamine, 30 Spidertoxin&lt;br /&gt;
|effects = Used to rapidly clot internal hemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'. Or ask the miners for dead giant spiders; you can butcher them using a sharp object, or you can use a gibber to get extra meat.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Oxycodone&lt;br /&gt;
|formula = 1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units Phoron (Catalyst) -&amp;gt; 1 Part Oxycodone, 5 units Phoron&lt;br /&gt;
'''OR''' 5 Phoron, 5 Carbon, 5 Sugar, 5 Oxygen, 15 Nitrogen, 15 Water, 30 Ethanol, 30 Oxygen, 90 Ethanol -&amp;gt; 90 Oxycodone, 5 Phoron&lt;br /&gt;
|effects = An effective and very addictive opioid painkiller. Patients are slowed. Overdose is 20 units, causing hallucinations and disorientation.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paracetamol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Oxygen, 10 Sugar, 30 Nitrogen, 30 Water -&amp;gt; 60 Paracetamol&lt;br /&gt;
|effects = Most probably know this as Tylenol, but this chemical is a mild, simple painkiller. Overdose is 60 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Peridaxon&lt;br /&gt;
|formula = 2 parts Bicardine, 2 parts Clonexadone, 10 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon -&amp;gt; 16 Phoron, 60 Peridaxon&lt;br /&gt;
|effects = Used to encourage recovery of internal organs and nervous systems; will restore damage to internal organs, including mending ruptured lungs. (Results in two units instead of four.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Rezadone&lt;br /&gt;
|formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
'''OR''' 30 Carpotoxin, 10 Oxygen, 10 sugar, 10 potassium, 30 Copper -&amp;gt; 90 Rezadone&lt;br /&gt;
|effects = A powder derived from fish toxin, this substance can effectively treat genetic damage in humanoids without the use of cryo, though excessive consumption has side effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ryetalyn&lt;br /&gt;
|formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Nitrogen, 5 Potassium, 5 Silicon, 15 Radium, 30 Hydrogen, 60 Carbon -&amp;gt; 120 Ryetalyn&lt;br /&gt;
|effects = Repairs disabilities due to genetic damage. One unit is enough.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Spaceacillin&lt;br /&gt;
|formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Oxygen, 20 Potassium, 20 Sugar -&amp;gt; 120 Spaceacillin&lt;br /&gt;
|effects = A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Treats infections. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synaptizine&lt;br /&gt;
|formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
'''OR''' 40 Sugar, 40 Water, 40 Lithium -&amp;gt; 120 Synaptizine&lt;br /&gt;
|effects = Synaptizine is toxic, but treats hallucinations, drowsiness, paralysis, and stunned or weakened patients. It is metabolized very slowly. One unit is enough to treat hallucinations. Actively removes Mindbreaker Toxin from the patient's bloodstream.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Stimm&lt;br /&gt;
|formula = 1 part &amp;lt;u&amp;gt;Left 4 Zed&amp;lt;/u&amp;gt;. 1 part &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt; (Catalyst)&lt;br /&gt;
'''OR''' 60 Left 4 Zed, 60 Welding Fuel -&amp;gt; 120 Stimm&lt;br /&gt;
|effects = A homemade version of hyperzine. Gives the same speed boost as hyperzine, but causes brute damage to different limbs and, being technically a toxin, causes toxin damage over time. Overdose is 10.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tramadol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Sugar, 10 Oxygen, 30 Nitrogen, 30 Water, 30 Ethanol, 30 Oxygen -&amp;gt; 90 Tramadol, 30 Paracetamol&lt;br /&gt;
|effects = A simple, yet effective painkiller. Very effective for patients in shock. Overdoses at 30 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tricordrazine&lt;br /&gt;
|formula = 1 part Inaprovaline, 1 part Dylovene&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Nitrogen, 20 Potassium, 20 Silicon -&amp;gt; 120 Tricordrazine&lt;br /&gt;
|effects = Originally derived from Cordrazine; will heal all damage types. Often used in a wide range of applications. The healing effect is weak, but as with Dylovene, Overdose is 120 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Ammonia&lt;br /&gt;
||3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Biomass&lt;br /&gt;
|1 part Animal Protein, 1 part Phoron, 1 part Sugar&lt;br /&gt;
|-  &lt;br /&gt;
|Chloral Hydrate&lt;br /&gt;
||1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Coolant&lt;br /&gt;
||1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Soporific&lt;br /&gt;
||1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|-&lt;br /&gt;
|Cryptobiolin&lt;br /&gt;
||1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Diethylamine&lt;br /&gt;
||1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|-&lt;br /&gt;
|Virus Food&lt;br /&gt;
||1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
||1 part Uranium, 1 part Iron&lt;br /&gt;
|-&lt;br /&gt;
|Explosion&lt;br /&gt;
||1 part Potassium, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
||1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Foaming Agent&lt;br /&gt;
||1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Foam Surfactant&lt;br /&gt;
||2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|-&lt;br /&gt;
|Glycerol&lt;br /&gt;
||3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Impedrezene&lt;br /&gt;
||1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Lexorin&lt;br /&gt;
||1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Lipozine&lt;br /&gt;
||1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
||3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|-&lt;br /&gt;
|Luminol&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part Ammonia&lt;br /&gt;
|-&lt;br /&gt;
|Napalm&lt;br /&gt;
||1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|MindBreaker Toxin&lt;br /&gt;
||1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
||1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Crayon Dust)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Ghetto)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 5 parts (Coloring agent)&lt;br /&gt;
|-&lt;br /&gt;
|Plant-B-Gone&lt;br /&gt;
||1 part Polytrinic Acid, 4 parts Diethylamine.&lt;br /&gt;
|-&lt;br /&gt;
|Polytrinic Acid&lt;br /&gt;
||1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chloride&lt;br /&gt;
||1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chlorophoride&lt;br /&gt;
||1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|-&lt;br /&gt;
|Solid Phoron&lt;br /&gt;
||5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
|-&lt;br /&gt;
|Plastic&lt;br /&gt;
||10 polytrinic acid, 20 plasticide&lt;br /&gt;
|-&lt;br /&gt;
|Condensed Capsaicin&lt;br /&gt;
||2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Silicate&lt;br /&gt;
||1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Smoke&lt;br /&gt;
||1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|-&lt;br /&gt;
|Sodium Chloride&lt;br /&gt;
||1 part Chlorine, 1 part Sodium&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
||1 part Ammonia, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Space Drugs&lt;br /&gt;
||1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
||1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Sterilizine&lt;br /&gt;
||1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Synthmeat&lt;br /&gt;
||5 Blood, 5 Clonexadone&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
||1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Mutagen&lt;br /&gt;
||1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
||1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Powder&lt;br /&gt;
||5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Recipes===&lt;br /&gt;
&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;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ammonia&lt;br /&gt;
|formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen -&amp;gt; 60 Ammonia&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem|chemical=Biomass|effects=A slurry of biomatter used to refill the grower pod and bioprinter.|formula=1 part Animal Protein, 1 part Phoron, 1 part Sugar}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Chloral Hydrate&lt;br /&gt;
|formula = 1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
'''OR''' 100 Chlorine, 10 Ethanol, 10 Water, (Repeat last two steps two more times), -&amp;gt; 30 Chloral Hydrate, 10 Chlorine&lt;br /&gt;
|effects = A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Soporific&lt;br /&gt;
|formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
'''OR''' 60 Chlorine, 20 Ethanol, 20 Water, 80 Sugar -&amp;gt; 100 Soporific&lt;br /&gt;
|effects = A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryptobiolin&lt;br /&gt;
|formula = 1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 40 Potassium, 40 Oxygen, 40 Sugar -&amp;gt; 120 Cryptobiolin&lt;br /&gt;
|effects = Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Diethylamine&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Ethanol -&amp;gt; 120 Diethylamine&lt;br /&gt;
|effects = A very potent fertilizer.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Virus Food&lt;br /&gt;
|formula = 1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Milk, 40 Water, 40 Oxygen -&amp;gt; 120 Virus Food&lt;br /&gt;
|effects = Used in Virology as a growth medium. Available from a wall dispenser in Virology.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = EMP&lt;br /&gt;
|formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
'''OR''' 60 Uranium, 60 Iron, -&amp;gt; Big Boom&lt;br /&gt;
|effects = This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Explosion&lt;br /&gt;
|formula = 1 part Potassium, 1 part Water&lt;br /&gt;
'''OR''' 60 Potassium, 60 Water, -&amp;gt; Even Bigger Boom&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Flash Powder&lt;br /&gt;
|formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphur, 40 Aluminium, 40 Potassium -&amp;gt; Kinda Big But Also Really Shiny Boom&lt;br /&gt;
|effects = Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foaming Agent&lt;br /&gt;
|formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
'''OR''' 60 Lithium, 60 Hyrdogen, -&amp;gt; 60 Foaming Agent&lt;br /&gt;
|effects = Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foam Surfactant&lt;br /&gt;
|formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
'''OR''' 40 Fluorine, 40 Carbon, 20 Sulphuric Acid, -&amp;gt; 100 Fluorosurfactant (Foam Surfactant)&lt;br /&gt;
|effects = Creates a large cloud of foam when mixed with an equal amount of water.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Glycerol&lt;br /&gt;
|formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, -&amp;gt; 30 Glycerol&lt;br /&gt;
|effects = Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Impedrezene&lt;br /&gt;
|formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 30 Mercury, 30 Oxygen, 30 Sugar -&amp;gt; 60 Impedrezene&lt;br /&gt;
|effects = 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;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lexorin&lt;br /&gt;
|formula = 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 40 Phoron, 40 Nitrogen, 40 Hydrogen -&amp;gt; 120 Lexorin&lt;br /&gt;
|effects = Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lipozine&lt;br /&gt;
|formula = 1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
'''OR''' 20 Sodium, 20 Chlorine, 40 Ethanol, 40 Radium -&amp;gt; 120 Lipozine&lt;br /&gt;
|effects = Causes weight loss upon consumption (lowers satiation level).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Metal Foam&lt;br /&gt;
|formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
'''OR''' 5 part Sulphuric Acid, 5 part Chlorine, 5 part Potassium, 15 Lithium, 15 Hyrdogen, 90 Iron/Aluminium -&amp;gt; Lotsa Foam&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Napalm&lt;br /&gt;
|formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
'''or''' 40 Phoron, 40 Aluminium, 40 Sulphuric Acid -&amp;gt; BIG FIRE&lt;br /&gt;
|effects = Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = MindBreaker Toxin&lt;br /&gt;
|formula = 1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Hydrogen, 30 Silicon -&amp;gt; 90 Mindbreaker Toxin&lt;br /&gt;
|effects = A potent hallucinogenic compound. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Nitroglycerin&lt;br /&gt;
|formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, 30 Polytrinic Acid, 30 Sulphuric Acid -&amp;gt; INCREDIBLY LARGE BOOM&lt;br /&gt;
|effects = A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (Results in 2 units instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Crayon Dust)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 Crayon Dust, -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. Crayons can be ground for colorful dust. Replace crayon dust with aluminium for white paint. Remove paint with space cleaner.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Ghetto)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 5 parts (Coloring Agent)&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 (Coloring Agent), -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. The coloring agent can be milk, orange juice, tomato juice, lime juice, carrot juice, berry juice, grape juice, poison berry juice, watermelon juice, lemon juice, banana juice, potato juice, carbon, or aluminum.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plant-B-Gone&lt;br /&gt;
|formula = 1 part Polytrinic Acid, 4 parts Diethylamine&lt;br /&gt;
'''OR''' 96 Diethylamine, 24 Polytrinic Acid, -&amp;gt; 120 Plant-B-Gone&lt;br /&gt;
|effects = A potent herbicide which is useful to replace the limited supply the botanist starts with.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Polytrinic Acid&lt;br /&gt;
|formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphuric Acid, 40 Chlorine, 40 Potassium -&amp;gt; 120 Polytrinic Acid&lt;br /&gt;
|effects = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chloride&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
'''OR''' 30 Sodium, 30 Chlorine, 60 Potassium, -&amp;gt; 120 Potassium Chloride&lt;br /&gt;
|effects = A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chlorophoride&lt;br /&gt;
|formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
'''OR''' 50 Chlorine, 15 Ethanol, 15 Water, 5 Chlorine, 10 Sodium, 20 Potassium, 20 Phoron, -&amp;gt; 60 Potassium Chlorophoride, 25 Potassium Chloride, 5 Phoron&lt;br /&gt;
|effects = A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Solid Phoron&lt;br /&gt;
|formula = 5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
'''OR''' 80 Phoron, 20 Frost Oil, 20 Iron, -&amp;gt; 4 Phoron Crystals&lt;br /&gt;
|effects = Phoron solidification.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plastic&lt;br /&gt;
|formula = 10 polytrinic acid, 20 plasticide&lt;br /&gt;
'''OR''' 10 Sulphuric Acid, 10 Chlorine, 10 Potassium, 60 Plasticide, -&amp;gt; 3 Plastic Sheets&lt;br /&gt;
|effects = 1 sheet of plastic.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Condensed Capsaicin (Pepper Spray)&lt;br /&gt;
|formula = 2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
'''OR''' 5 Phoron, 30 Capsaicin(x4), -&amp;gt; 60 Condensed Capsaicin, 5 Phoron&lt;br /&gt;
|effects = Results in 1 unit of Condensed Capsaicin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Silicate&lt;br /&gt;
|formula = 1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Aluminum, 40 Silicon, 40 Oxygen -&amp;gt; 120 Silicate&lt;br /&gt;
|effects = Used to strengthen windows.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Smoke&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
'''OR''' 30 Potassium, 30 Sugar, 30 Phosphorous, 30 (Reagent of Your Choice), -&amp;gt; Smoke Cloud With Varying Properties&lt;br /&gt;
|effects = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sodium Chloride (Table Salt)&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
'''OR''' 60 Chlorine, 60 Sodium -&amp;gt; 120 Table Salt&lt;br /&gt;
|effects = Commonly known as salt, Sodium Chloride is often used to  season food.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Cleaner&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Water, -&amp;gt; 120 Space Cleaner&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Drugs&lt;br /&gt;
|formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
'''OR''' 40 Mercury, 40 Sugar, 40 Lithium -&amp;gt; 120 Space Drugs&lt;br /&gt;
|effects = An illegal compound which induces a number of effects such as loss of balance and hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Lube&lt;br /&gt;
|formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 30 Water, 30 Silicon, 30 Oxygen -&amp;gt; 120 Space Lube&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sterilizine&lt;br /&gt;
|formula = 1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Ethanol, 30 Chlorine, -&amp;gt; 90 Sterilizine&lt;br /&gt;
|effects = Sterilizes wounds in preparation for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synthmeat&lt;br /&gt;
|formula = 5 Blood, 5 Clonexadone&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 5 Blood -&amp;gt; 1 Slab of Synth Meat (+1 for every 5 blood added, up to 60 slabs)&lt;br /&gt;
|effects = A tasty alternative to actual meat, allegedly used for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Thermite&lt;br /&gt;
|formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Iron, 40 Aluminium, 40 Oxygen -&amp;gt; VERY HOT&lt;br /&gt;
|effects = A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unstable Mutagen&lt;br /&gt;
|formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
'''OR''' 40 Radium, 40 Phosphorus, 40 Chlorine -&amp;gt; 120 Unstable Mutagen&lt;br /&gt;
|effects = Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Water&lt;br /&gt;
|formula = 1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
'''OR''' Just dispense water from the chem dispenser like a sane human being.&lt;br /&gt;
|effects = It's water. Results in one unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Zombie Powder&lt;br /&gt;
|formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
'''OR''' 15 Chlorine, 5 Ethanol, 5 Water, 20 Sugar, 25 CarpoToxin, 25 Copper -&amp;gt; 10 Zombie Powder&lt;br /&gt;
|effects = Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BS12 specific recipes==&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Methylphenidate&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Hydrogen&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Hydrogen -&amp;gt; 60 Methylphenidate, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Helps you concentrate. Prescribed for ADHD and similar conditions. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Citalopram&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Carbon -&amp;gt; 60 Citalopram, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Mild antidepressant. Prescribed for depression and anxiety. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paroxetine&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 30 Inaprovaline(10 Oxygen, 10 Sugar, 10 Carbon In a Separate Beaker), 30 Oxygen, -&amp;gt; 90 Paroxetine, 15 Mindbreaker Toxin&lt;br /&gt;
|effects = Stronger antidepressant, with chance of hallucinations. Prescribed for severe depression.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vorestation specific recipes==&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sizeoxadone&lt;br /&gt;
|formula = 1 part Clonexadone, 3 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 1 part Phoron, 5 units Phoron (Catalyst) -&amp;gt; 5 parts Sizeoxadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 4 Oxygen, 2 Water, 2 Oxygen, 6 Sodium, 2 Carbon, 2 Sugar, 2 Oxygen, 6 Nitrogen, 6 Water, 12 Ethanol, 12 Oxygen -&amp;gt; 60 Sizeoxadone, 7.2 Phoron&lt;br /&gt;
|effects = Required ingredient for macrocillin, microcillin, and normalcillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Macrocillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Diethylamine -&amp;gt; 1 part Macrocillin&lt;br /&gt;
'''OR''' 30 Hydrogen, 10 Nitrogen, 30 Ethanol, 60 Sizeoxadone -&amp;gt; 3 Macrocillin&lt;br /&gt;
|effects = You grow!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Microcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Sodium Chloride -&amp;gt; 1 part Microcillin&lt;br /&gt;
'''OR''' 30 Chlorine, 30 Sodium, 60 Sizeoxadone, -&amp;gt; 3 Microcillin&lt;br /&gt;
|effects = You shrink!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Normalcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part leporazine -&amp;gt; 1 part Normalcillin&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon, 60 Sizeoxadone, -&amp;gt; 3 Normalcillin, 10 Phoron&lt;br /&gt;
|effects = You normalify!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Amorphorovir&lt;br /&gt;
|formula = 30 parts cryptobiolin, 30 part biomass, 20 parts hyperzine, 5 phoron (catalyst),  -&amp;gt; 1 Amorphorvir&lt;br /&gt;
|effects = Used to help change physical sex! Does nothing by itself: must be processed with additives.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androrovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part bicardine, 20 parts iron, 20 parts ethanol   -&amp;gt; 1 Androrovir&lt;br /&gt;
'''OR''' (for bootleg)  1 part amorphorovir, 10 parts protein, 10 parts capsaicin.&lt;br /&gt;
|effects = Will change physical sex to male. Causes confusion if injected alongside gynorovir or androgynorovir.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = gynorovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part inaprovaline, 20 part silicon 20 part sugar  -&amp;gt; 1 Gynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part amorphorovir, 10 parts soymilk, 10 parts sugar.&lt;br /&gt;
|effects = Will change your physical sex to female. Causes confusion if injected alongside androrovir or androgynorovir.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androgynorovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part anti-toxin, 20 part fluorine, 20 part tungsten -&amp;gt; 1 Androgynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part amorphorovir, 10 parts cola, 10 parts berryjuice&lt;br /&gt;
|effects = Will change your physical sex to mixed. Causes confusion if injected alongside androrovir or gynorovir.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ickypak&lt;br /&gt;
|formula = 1 parts surfactant, 4 parts hyperzine&lt;br /&gt;
'''OR''' 10 Fluorine, 10 Carbon, 5 Sulphuric Acid, 30 Sugar, 30 Phosphorous, 30 Sulphur -&amp;gt; 112.5 Ickypak, 2.5&lt;br /&gt;
|effects = Causes involuntary muscle contractions, expelling prey. Has painful side-effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unsorbitol&lt;br /&gt;
|formula = 2 parts lipozine, 3 parts unstable mutagen&lt;br /&gt;
'''OR''' 5 Sodium, 5 Chlorine, 10 Ethanol, 10 Radium, 30 Radium, 30 Phosphorus, 30 Chlorine, -&amp;gt; 75 Unsorbitol, 45 Unstable Mutagen&lt;br /&gt;
|effects = Causes absorbed prey to be released into a belly. Has extreme side-effects. Consider patient restraints.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Jelly&lt;br /&gt;
|formula = 50 parts Sugar, 50 Parts Lithium, 20 parts Phoron -&amp;gt; 5 parts Slime Jelly&lt;br /&gt;
|effects = Toxic, has the potential to poison you to Hell and back. You’ll be needing this for the more fun reactions.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Healing Reaction&lt;br /&gt;
|formula = 10 Bicaridine, 10 Inaprovaline, 10 Kelotane, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = A healing grenade that actually works, or just an instant heal in a bottle. Instantly heals 25 of the following: Brute, Burn, Toxins, Oxy, Brain Damage and Genetic Damage on everyone and everything on the screen. Even works on corpses.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Freezing Reaction&lt;br /&gt;
|formula = 10 Coolant, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = Lowers the temperature of the affected area. Might also be screen-wide. If you spam this, you can cool someone down enough to use cryo-chems without putting them in a cell.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Frost Oil Production&lt;br /&gt;
|formula = 5 Water, 5 Coolant, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = Produces Frost Oil in 10 unit amounts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Instant Fire&lt;br /&gt;
|formula = 30 Potassium, 30 Slime Jelly, 60 Phoron&lt;br /&gt;
|effects = Spawns in a fire, random size, random spread. Has a chance to fizz and not do anything. If you’re looking for destruction, you’re better off using napalm.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Glowstick&lt;br /&gt;
|formula = 10 Water, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = It’s a glowstick/flashlight! Bioluminescence FTW.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Create Phoron&lt;br /&gt;
|formula = 20 Uranium, 20 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Use phoron and slime jelly, and uranium, to make 10 pieces of phoron! &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Make Food&lt;br /&gt;
|formula = 20 Nutriment, 5 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = All sorts of food will spawn when this reaction is done.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Gatchazine&lt;br /&gt;
|formula = 20 Aluminum, 40 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Random material spawns, anything from cardboard to diamond.&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. Here's some particularly noteworthy examples;&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Numbing Enzyme&lt;br /&gt;
|formula = N/A&lt;br /&gt;
|effects = Delivered in small doses by the Numbing Bite perk and Numbing belly addon. Extremely strong painkiller on par with Oxycodone, but incurs even more slowdown than Oxycodone. Overdose causes confusion, paralysis, hallucinations, jittering, stuttering, and mild hypoxia.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=User:Izac112&amp;diff=634</id>
		<title>User:Izac112</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=User:Izac112&amp;diff=634"/>
		<updated>2022-01-02T20:06:19Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Contact Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
* Head Administrator on Yawn Wider and Host of this Wiki&lt;br /&gt;
* [https://www.izac.live Personal Website]&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
* Skype Username: izac112&lt;br /&gt;
* Discord Username: izac112#6225&lt;br /&gt;
* Email: izac10(at)live(dot)com&lt;br /&gt;
* Byond ckey: izac112&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=User:Izac112&amp;diff=633</id>
		<title>User:Izac112</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=User:Izac112&amp;diff=633"/>
		<updated>2022-01-02T20:05:38Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Contact Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
* Head Administrator on Yawn Wider and Host of this Wiki&lt;br /&gt;
* [https://www.izac.live Personal Website]&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
* Skype Username: izac112&lt;br /&gt;
* Discord Username: izac112#6225&lt;br /&gt;
* Email: [Mailto:{{{izac10(at)live(dot)com}}} izac10@live.com]&lt;br /&gt;
* Byond ckey: izac112&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=632</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Medicine&amp;diff=632"/>
		<updated>2021-06-25T13:32:14Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it's possible to stabilize anyone no matter their condition, it just depends on what's available for you to treat them. Obviously not every situation presents ideal circumstances. Don't beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you're only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then '''you really shouldn't be playing medical.'''&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don't go outright doing someone's job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they're doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical's word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to '''stabilize patients, not cure to 100%.''' Generally this comes into play when there is ''more than one'' patient. Wearing a pair of [[File:PGlasses.png]] AR-Ms (HUDs work as well, though they are inferior) will allow you to assess a patient's overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*'''No Healthbar''': 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green''': 78-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]'''&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow''': 42-71% Health&lt;br /&gt;
*[[File:Hudred.png]]'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red''': 1-21% Health&lt;br /&gt;
*[[File:Hudfred.gif]]'''&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing''': -40-0% Health&lt;br /&gt;
*[[File:Hudcritical.gif]]'''&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!''': -85:-50% Health&lt;br /&gt;
*[[File:Huddead.png]]'''Dead''': -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.&lt;br /&gt;
&lt;br /&gt;
===Dead Patients===&lt;br /&gt;
If the patient dies right there or is reported to have died recently, defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the terribly short oxygen supply.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
It's important to remember that a rfesh syringe does not have it's cap removed.&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Trauma Kit|'''Advanced Trauma Kits''']]: Heals 3 brute on the target limb immediately and will allow it to heal on it's own if the damage is below 50. The 3 damage that's taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Bicaridine''']]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, no overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked,' unable to be resuscitated no matter what you do. Treatment for burn damage on it's own is listed below:&lt;br /&gt;
* [[Medical Items#Advanced Burn Kit|'''Advanced Burn Kits''']]: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Kelotane''']]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dermaline''']]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* '''KeloDerm''': A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if it's damage is below 10. No overdose (there is but it just treats itself).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on it's own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Inaprovaline''']]: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin''']]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dexalin Plus''']]: A blue colored medicine which heals '''150 oxy''' per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Tricordrazine''']]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by either radiation, slime digestion, or from popping out of an unupgraded growing vat makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Cryoxadone''']]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Clonexadone''']]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* '''Cryo-Mix''': A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Rezadone''']]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Hyronalin''']]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Arithrazine''']]: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Peridaxon''']]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Alkysine''']]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Imidazoline''']]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Dylovene''']]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Medicine|'''Carthatoline''']]: A grey medicine, works the same as Dylovene in it's use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**'''Pressure''': Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If ''you'' are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.&lt;br /&gt;
**'''[[Medical_Items#Roll_of_gauze|Gauze]]''': This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**'''[[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma Kit]]''': ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 3 brute damage on the limb it's applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**'''Cryogenics''': Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding ''and'' stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine and Inaprovaline]]''': These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**'''[[Surgery#Internal_Bleeding|Surgery]]''': The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Myelamine]]''': A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**'''[[Guide_to_Chemistry#Medicine|Bicaridine]]''': Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*'''[[Guide_to_Chemistry#Medicine|Dexalin/Dexalin Plus]]''': Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*'''Iron''': A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*'''Nutriment''': Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''Protein''': Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*'''20 Iron, 20 Nutriment, 20 Protein''': The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*'''IV Drip with compatible blood''': Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*'''L1 (Mild)''': Pain messages and the start of fever.&lt;br /&gt;
*'''L2 (Acute)''': More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*'''L3 (GANGRENE)''': Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it's located:&lt;br /&gt;
*'''Meningitis (Brain)'''&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*'''Conjunctivitis (Eyes)'''&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*'''Endocarditis (Heart)'''&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*'''Pyelonephritis (Kidneys)'''&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*'''Pyogenic Abscess (Liver)'''&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*'''Pneumonia (Lungs)'''&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*'''Staph Infection (All external limbs)'''&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be '''overdosed (45u)''' immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|Corophizine]] can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:&lt;br /&gt;
*'''Limb gangrene''':&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*'''Organ necrosis''':&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately. Alternatively you may grow a sleeve of the patient and harvest the sleeve's organ '''with the patient's consent.'''&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (good luck if it's the heart).&lt;br /&gt;
**If the brain or heart (unless you're fast) is necrotic, the patient will need to be resleeved.&lt;br /&gt;
&lt;br /&gt;
'''A note about necrosis''': If an organ is allegedly necrotic (namely on a printout) but the patient's temperature is normal and there was no previous infection, then ''surprisingly'' the organ isn't actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*'''[[Medical_Items#Splint|Splints]]''': A half-cast that keeps the fractured bone in place and prevents it from moving. '''This is a temporary remedy,''' and requires the following to actually treat...&lt;br /&gt;
*'''[[Surgery#Bone_Repair|Surgery]]''': By means of bone gel and bone setter (or boneclamp if you have one), a fracture can be mended rather quickly.&lt;br /&gt;
*'''Osteodaxon''': A rare medicine requiring some [[Guide_to_Chemistry#Vorestation_specific_recipes|magic]] to obtain the precursors for, this medicine can heal fractures without surgery (provided the target limb's damage isn't above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
=Resleeving=&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Resleeving]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similar to cloning, Resleeving is a method of reviving someone via technology provided to Nanotrasen by [[Vey-Med]]. Perhaps the main difference between cloning and resleeving is that the mind records are kept separate from the body records, granting the ability to create custom sleeves to put yourself into without the need for brain transplant surgery (which would probably fail anyway due to organ rejection). Mind records are primarily maintained via backup implants provided by medical in reception which will backup the mind state of the patient periodically, with the added benefit of informing medbay staff over the medical frequency if an implant has ceased function, implying the patient has died. Legacy one-time mind scans are available with a SleeveMate, though, if patients don't like blinking pieces of metal in their necks.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Procedure===&lt;br /&gt;
The following steps will entail how to correctly resleeve a patient without error.&lt;br /&gt;
#Listen for the chime over the medical frequency about a patient's backup implant ceasing to function. This may take fifteen minutes after they have died. Alternatively, follow the rest of this guide if a patient you are caring for has died and cannot be resuscitated.&lt;br /&gt;
#*Someone who may or may not be related to the patient's death (which isn't any of your business anyway) may arrive with some of their items in a bag. Take the bag with you but do not look inside.&lt;br /&gt;
#'''Check the patient's records.''' If there is a Do Not Resuscitate or Do Not Resleeve (commonly known as a DNR), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag with a toe tag including name and transfer to the morgue.&lt;br /&gt;
#*A DNR may also be issued by the CMO if it is reasonable (e.g. not &amp;quot;lol don't resleeve them they're a butt&amp;quot;) or Central Command as long as hard evidence is supplied that the patient has committed suicide willingly.&lt;br /&gt;
#If the patient lacks a mind record and their body is still intact, scan their cadaver with a SleeveMate and select '''Mind-Scan (One Time)'''. A mind record with their name should appear shortly.&lt;br /&gt;
#Operate the console and '''ensure the mind scan is present''' before growing the body.&lt;br /&gt;
#Begin growing the body and tint the resleeving lab's windows.&lt;br /&gt;
#Once the body has been ejected from the growing tube, place it in the cryogenics tube and turn it on until their health reads 100%&lt;br /&gt;
#*Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations, including blindness and deafness.&lt;br /&gt;
#Eject the patient from the cryo tube and '''place a uniform from the spare clothing locker on them.''' If you were given a backpack with the patient's items, place their backpack on their back slot.&lt;br /&gt;
#Place the patient in the resleeving tube and sleeve their mind into their body. Eject from the tube and buckle them to the nearest chair.&lt;br /&gt;
&lt;br /&gt;
===Post-Resleeving Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious post-resleeving. Failure to heed these instructions may jeopardize the patient's mental well being and the credibility of your medical license.&lt;br /&gt;
#Shake the patient awake if they aren't already.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a 'warning shot' and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them that they have been resleeved.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. '''Misinformation may be detrimental to the patient.'''&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain, others may just stare blankly and really just want to run out the door to get eaten again &amp;lt;s&amp;gt;and waste your frikkin biomass&amp;lt;/s&amp;gt;.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. '''Avoid speculation.'''&lt;br /&gt;
#Advise the patient to relax for a while and inform them of the side effects of resleeving (generally fatigue).&lt;br /&gt;
'''Remember''': They are not a ''clone,'' they have only ''been cloned,'' in a sense. They are still themselves.&lt;br /&gt;
&lt;br /&gt;
===Carding===&lt;br /&gt;
If a patient doesn't have a body record and their previous body is no longer present or intact, then sleeving a mind record into a card may be necessary to help them design a new body (which will be discussed shortly). Sleeve cards are fully aware of their surroundings and situation and are even able to speak, but cannot do anything beyond that. There's no real reason to use this feature short of the reason above.&lt;br /&gt;
&lt;br /&gt;
===Body Design===&lt;br /&gt;
The body design console is located in the reception area of medbay and can be used by anyone, allowing them to design a body similar (but clunkier) to what they can do in character creation. This may also be used in case a patient doesn't have a body record and needs a new one designed. Once a body is designed it will need to be saved to a disk, which are kept in a box on a table behind the windows. Simply insert the disk, save the data onto it, eject it, then insert it into the resleeving console to grow.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
There are many races on Virgo, even a race that lets you make your own (kinda)! Custom Species aside, some of the vanilla races react a little differently to different treatments. For the purpose of this guide, humans will be used as a base species to compare for the rest of them.&lt;br /&gt;
&lt;br /&gt;
===[[Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
Hairless apes that are smart &amp;lt;s&amp;gt;somehow&amp;lt;/s&amp;gt;. Would probably make up most of the (consistent) population of most stations.&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Bleed 50% faster.&lt;br /&gt;
*Take 10% less damage from overdoses.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.85&lt;br /&gt;
*Burn Modifier: 0.85&lt;br /&gt;
*Total Health: 125&lt;br /&gt;
*Blood Volume: 840&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Have 'ribplates' on their torso and lower body, which must be cut through in order to conduct any surgery in those areas.&lt;br /&gt;
*Less likely to suffer fractures, requiring higher brute values to break a bone.&lt;br /&gt;
*Lack kidneys and appendix, the liver making up for their absence.&lt;br /&gt;
*Less slowdown from wearing heavy items (e.g. duffle bags)&lt;br /&gt;
*Bleed 25% slower.&lt;br /&gt;
&lt;br /&gt;
===[[Tajaran]]===&lt;br /&gt;
*Brute Modifier: 1.15&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
Bipedal &amp;lt;s&amp;gt;catbeasts&amp;lt;/s&amp;gt; furred feline-esque creatures hailing from a cold planet.&lt;br /&gt;
&lt;br /&gt;
===[[Teshari]]===&lt;br /&gt;
*Brute Modifier: 1.35&lt;br /&gt;
*Burn Modifier: 1.35&lt;br /&gt;
*Total Health: 50&lt;br /&gt;
*Blood Volume: 400&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Can breathe 12 kPa of oxygen from internals instead of 16 kPa.&lt;br /&gt;
&lt;br /&gt;
===[[Sergal]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Forms: Saru&lt;br /&gt;
Hungry triangle-faced beings.&lt;br /&gt;
&lt;br /&gt;
===[[Akula]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sobaka&lt;br /&gt;
Shark-esque species raised alongside the Skrell.&lt;br /&gt;
&lt;br /&gt;
===[[Vulpkanin]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Wolpin&lt;br /&gt;
Foxes. That's about it.&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
*Breathes phoron. Liquid phoron is basically a Vox's version of Dexalin Plus.&lt;br /&gt;
*'''Actual Dexalin is lethal to Vox''', and may result in organ damage if injected.&lt;br /&gt;
*Different internal organs than most other species:&lt;br /&gt;
**Head, Brain - Prosthetic brain&lt;br /&gt;
**Torso, Lungs - Air capillaries&lt;br /&gt;
**Torso, Liver - Waste tract&lt;br /&gt;
**Torso, Kidneys - Filtration bladder&lt;br /&gt;
**Abdomen, Heart - Vox heart&lt;br /&gt;
*'''Cannot be resleeved''', once they are dead, their body cannot be grown and will just have to take place off-station.&lt;br /&gt;
&lt;br /&gt;
===[[Promethean]]===&lt;br /&gt;
*Brute Modifier: 0.75&lt;br /&gt;
*Burn Modifier: 2&lt;br /&gt;
*Total Health: 120&lt;br /&gt;
*Blood Volume: None, mechanically&lt;br /&gt;
*Primitive Forms: Slime&lt;br /&gt;
*Regenerates damage at 0.2 per tick.&lt;br /&gt;
*Can regenerate lost limbs.&lt;br /&gt;
*Cannot suffocate.&lt;br /&gt;
*No internal organs sans slime core, which is their brain located in their chest. Healed with Alkysine.&lt;br /&gt;
*Require a Bio-Adaptive NIF if they want a NIF at all.&lt;br /&gt;
**Can implant a NIF into them by just slam dunking it into their face.&lt;br /&gt;
*Being covered in water will inhibit a Promethean's ability to regenerate.&lt;br /&gt;
*Prometheans Melt on death. They can be revived by injecting their core with 40u Phoron.&lt;br /&gt;
&lt;br /&gt;
===[[Nevrean]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: Sparra&lt;br /&gt;
Bird people with beaks that don't smell. Tweet tweet.&lt;br /&gt;
&lt;br /&gt;
===[[Zorren]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Found around Virgo or something.&lt;br /&gt;
&lt;br /&gt;
===[[Vasillisan]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Spider people. Not much is really known &amp;lt;s&amp;gt;because their development is on hold I guess&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===[[Rapala]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Birb people but more human.&lt;br /&gt;
&lt;br /&gt;
===[[Diona]]===&lt;br /&gt;
*Regenerates health and nutriment when in light.&lt;br /&gt;
*Can soak lots of different types of damage.&lt;br /&gt;
*Most reagents have little to no effect on a Diona&lt;br /&gt;
*Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
*Doesn’t have internal organs and isn’t affected by broken limbs.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenochimera]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1.15&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
*Damage, Pain, and Low Nutrition are all '''Feral Triggers'''&lt;br /&gt;
*Jitteriness mildly contributes to Feral-ness.&lt;br /&gt;
*When Feral, lights cause hallucinations.&lt;br /&gt;
**They'll generally flee to dark areas like maintenance tunnels.&lt;br /&gt;
*Can self-repair damage at the cost of time and nutriment, actual medical treatment will generally be faster.&lt;br /&gt;
*Can revive self, if liquid nutriment is present in bloodstream. &lt;br /&gt;
*If Feral: Put in dark area, give food, attempt to fix injuries/pain. &lt;br /&gt;
*'''Cannot be resleeved.'''&lt;br /&gt;
&lt;br /&gt;
===[[Xenomorph Hybrid]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Total Health: 100&lt;br /&gt;
*Blood Volume:  560&lt;br /&gt;
*Primitive Form: N/A&lt;br /&gt;
Just a human mixed with xeno DNA. &amp;lt;s&amp;gt;Why is this whitelisted again?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:PGlasses.png]] A pair of [[Medical_Items#AR-M|AR-M glasses]] can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also show the patient's job icon next to the health bar, but probably the biggest step up from regular HUDs is the fact that it can view suit sensors in a new window. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A [[Medical_Items#Medical_Belt|Medical Belt]] to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. '''Ensure that you are not sharing the same syringe between patients.''' Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] [[Medical_Items#Advanced_Trauma_Kit|Advanced Trauma and Burn Kits]] to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|Health Analyzer]] for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A [[Medical_Items#Labcoat|Labcoat]] as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex Gloves|Latex or Nitrile gloves]] as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A [[Medical_Items#Stasis_Bag|Stasis Bag]] to transport critical patients. Note that these bags don't halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient's vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] [[Medical_Items#Webbing.2FDrop_Pouches|Webbing/Drop Pouches]] to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A [[Medical_Items#Stethoscope|Stethoscope]] to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller Bed]] to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A [[Medical_Items#Portable_Freezer|Portable Freezer]] to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A [[Medical_Items#Defibrillator|Defib]] to resuscitate patients that have recently died. Must go on your back in order to use, on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
*[[File:Sleevemate.png]] A [[Medical_Items#SleeveMate_3200|SleeveMate]] to scan the minds/bodies of cadavers if they have no records present in the resleeving console.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient's health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents.&lt;br /&gt;
**The lowest setting skips 99 of 100 life ticks.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]] Cryogenics===&lt;br /&gt;
A true marvel of Medical are it's cryogenic tubes; once the patient is cooled below 0C, they'll slowly recover from most forms of basic injury. That said, the real magic begins when using certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
The Cryogenic tubes are even self-regulating, and will not dump the entire contents of their beaker into a single patient; so long as the patient has ''any'' cryoxadone ''or'' clonexadone in their bloodstream, the tube will not transfer more reagents to them. Combined with the multiplication effect, this means whole system is fairly efficient and also avoids overdosing patients.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it's full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Resleevingpod.gif]]Resleeving Pods===&lt;br /&gt;
Probably the second most used pieces of equipment, these machines are what keep the crew from staying dead&amp;lt;s&amp;gt;, particularly when they get eaten&amp;lt;/s&amp;gt;. See the Resleeving heading above about how to use this.&lt;br /&gt;
&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 3==&lt;br /&gt;
===Reception===&lt;br /&gt;
This is the entrance to medbay and where most doctors will probably wait by sitting behind the desk, and where many patients will move to if they are injured and seeking help, or if they just want an implant. Some features of the room are:&lt;br /&gt;
*Two crew monitoring consoles.&lt;br /&gt;
*A body design console.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
*Two shortwave radios.&lt;br /&gt;
&lt;br /&gt;
===Emergency Treatment Center===&lt;br /&gt;
Also known as the ETC, this is the most frequented area of medical for conducting treatments. Some features are:&lt;br /&gt;
*The body scanner, along with a filing cabinet to store scan records.&lt;br /&gt;
*Two sleepers.&lt;br /&gt;
*Two cryogenic tubes.&lt;br /&gt;
*Two rechargers.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
*An IV drip with O- blood bag cabinet.&lt;br /&gt;
*A requests console.&lt;br /&gt;
*Two bottles of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Resleeving Lab===&lt;br /&gt;
The lab where crew are resleeved whenever they [[Guide_to_Vore|suffer tragic accidents]]. Some features are:&lt;br /&gt;
*The resleeving console, which manages body and mind records.&lt;br /&gt;
*The growing pod, which synthesizes a body similar to the body record provided.&lt;br /&gt;
*The resleeving pod, which sleeves the latest mind record of the patient into the body inside the pod.&lt;br /&gt;
*A cryogenic tube to heal bodies with genetic damage.&lt;br /&gt;
*A locker with spare radios and jumpsuits.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Some penlights to diagnose certain mutations.&lt;br /&gt;
&lt;br /&gt;
===CMO's Office===&lt;br /&gt;
Perhaps the smallest office of all heads of staff. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*An employment records console.&lt;br /&gt;
*[[Critters#Pets|Runtime]], the medbay cat.&lt;br /&gt;
*The CMO's locker.&lt;br /&gt;
*Several lockdown switches.&lt;br /&gt;
*A fax machine.&lt;br /&gt;
*A requests console.&lt;br /&gt;
&lt;br /&gt;
===Recovery Ward===&lt;br /&gt;
A large room with windows on the edge of the asteroid, giving a good view of space &amp;lt;s&amp;gt;and letting the occasional space carp know who's on the menu&amp;lt;/s&amp;gt;. Some features are:&lt;br /&gt;
*Six beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A stasis bag.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===Examination Room===&lt;br /&gt;
Essentially a larger patient room with a few tools to diagnose trivial ailments. Good place to update someone's medical records. Some features are:&lt;br /&gt;
*A stethoscope.&lt;br /&gt;
*A clipboard, paper bin, and pen to write notes on.&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A cane.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A wheelchair.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Patient A, B, and C===&lt;br /&gt;
Small rooms with doors that have their access restrictions removed, but are otherwise quite cramped. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*A bed.&lt;br /&gt;
*A personal locker.&lt;br /&gt;
&lt;br /&gt;
===Primary Storage===&lt;br /&gt;
Located pretty much in the middle of medbay, this room is mostly used either to get to Chemistry or to go down to Secondary Storage. Some features are:&lt;br /&gt;
*Some medkits.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*Two wheelchairs.&lt;br /&gt;
*A box of Medical NIFSoft disks.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A prescription glasses kit.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The lab that produces invaluable medicine for doctors. Some features are:&lt;br /&gt;
*Three chem dispensers.&lt;br /&gt;
*Three ChemMasters.&lt;br /&gt;
*Three large beakers.&lt;br /&gt;
*A reagent grinder.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 1===&lt;br /&gt;
A roomy operation room to conduct surgery, usually with two surgeons. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*Two scalpels.&lt;br /&gt;
*Two hemostats.&lt;br /&gt;
*Two retractors.&lt;br /&gt;
*Two surgical saws.&lt;br /&gt;
*Two surgical drills.&lt;br /&gt;
*Two Fix'O'Veins.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*Two bone setters.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Nanopaste.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Operating Theatre 2===&lt;br /&gt;
A smaller but still comfortable operating room for one surgeon to use. Some features are:&lt;br /&gt;
*An operating console and table.&lt;br /&gt;
*One scalpel.&lt;br /&gt;
*One hemostat.&lt;br /&gt;
*One retractor.&lt;br /&gt;
*One surgical saw.&lt;br /&gt;
*One surgical drill.&lt;br /&gt;
*One Fix'O'Vein.&lt;br /&gt;
*One bone gel.&lt;br /&gt;
*One bone setter.&lt;br /&gt;
*Two advanced trauma kits.&lt;br /&gt;
*Anesthetics closet.&lt;br /&gt;
*An IV drip with O- blood bag.&lt;br /&gt;
*A bottle of space cleaner.&lt;br /&gt;
&lt;br /&gt;
===Psych Room===&lt;br /&gt;
The domain of the psychologist, large and comfortable with wood flooring and carpet. Some features are:&lt;br /&gt;
*A medical records console.&lt;br /&gt;
*Some bookshelves.&lt;br /&gt;
*Some therapy dolls.&lt;br /&gt;
*A couch and chair.&lt;br /&gt;
&lt;br /&gt;
==Asteroid 2==&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
A larger storage area that can be reached by taking the stairs from Primary Storage. Some features are:&lt;br /&gt;
*Two advanced kits.&lt;br /&gt;
*Two burn kits.&lt;br /&gt;
*Two toxin kits.&lt;br /&gt;
*Two oxy kits.&lt;br /&gt;
*Two random kits.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A gas cooler with three oxygen canisters connected.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*Some medical belts.&lt;br /&gt;
*Some stethoscopes.&lt;br /&gt;
*Two toolboxes.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A radiation suit.&lt;br /&gt;
*A crate of grenade casings, igniters, and timers.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*A straight jacket and muzzle.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
Where cadavers in body bags go if they cannot be resuscitated, or have records stating not to resuscitate. Some features are:&lt;br /&gt;
*Eleven morgue trays.&lt;br /&gt;
*An operating table with autopsy scanner, scalpel, and cautery.&lt;br /&gt;
*A filing cabinet for autopsy reports.&lt;br /&gt;
*A camera.&lt;br /&gt;
*Two boxes of body bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
&lt;br /&gt;
===Break Room===&lt;br /&gt;
A medium sized room with a few vendors and seats to allow staff to have a comfortable break. Some features are:&lt;br /&gt;
*Four vendors.&lt;br /&gt;
*A microwave with donk pockets.&lt;br /&gt;
*Two washing machines.&lt;br /&gt;
*A handheld translator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A deck of cards.&lt;br /&gt;
*A restroom facility to the west.&lt;br /&gt;
&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
A small area for paramedics/EMTs to prepare for work. Some features are:&lt;br /&gt;
*Two disassembled voidsuits.&lt;br /&gt;
*A suit cycler.&lt;br /&gt;
*Two oxygen tanks.&lt;br /&gt;
*Two suit coolers.&lt;br /&gt;
*A toolbox with multitool.&lt;br /&gt;
*A compact defibrillator.&lt;br /&gt;
*A Rescue Hardsuit.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
A really large area to handle viral triage, research pathogens, and develop cures. Some features are:&lt;br /&gt;
*Two incubators.&lt;br /&gt;
*Two antibody centrifuges.&lt;br /&gt;
*A pathogenic isolator.&lt;br /&gt;
*A pathogen analyzer.&lt;br /&gt;
*A virus food dispenser.&lt;br /&gt;
*A monkey cube box.&lt;br /&gt;
*A checkpoint airlock.&lt;br /&gt;
*A decontamination airlock.&lt;br /&gt;
*A virus ward with four beds and a few vendors.&lt;br /&gt;
*Two isolation cells.&lt;br /&gt;
*Disposal chutes that lead to space.&lt;br /&gt;
*'''No virus samples.'''&lt;br /&gt;
&lt;br /&gt;
===Medbay Escape Shuttle===&lt;br /&gt;
A shuttle that unlocks if an evacuation order is called, along with a few pieces of equipment capable of sustaining patients that require further medical treatment. Some features are:&lt;br /&gt;
*A cryogenic tube.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A wall mounted NanoMed.&lt;br /&gt;
*Two roller beds.&lt;br /&gt;
&lt;br /&gt;
==Surface 3==&lt;br /&gt;
===Surface Triage===&lt;br /&gt;
Essentially a mini-medbay on the surface of Virgo-3B, conveniently on the same floor as the bar. Rarely manned, though. Some features are:&lt;br /&gt;
*Four backup implanters.&lt;br /&gt;
*A crew monitoring console.&lt;br /&gt;
*Some randomized medkits.&lt;br /&gt;
*A body scanner.&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*Some stasis bags.&lt;br /&gt;
*A SleeveMate.&lt;br /&gt;
*Three roller beds.&lt;br /&gt;
*A NanoMed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
&lt;br /&gt;
==Surface 1==&lt;br /&gt;
===First Aid Station===&lt;br /&gt;
This isn't actually expected to be manned, this is just the first place people go that didn't fare so well from EVAing out onto the surface. Some features are:&lt;br /&gt;
*A sleeper.&lt;br /&gt;
*A roller bed.&lt;br /&gt;
*A defibrillator.&lt;br /&gt;
*A recharger.&lt;br /&gt;
*A first aid kit.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]'''Incision Management System (IMS)''': Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Boneclamp.png]]'''Boneclamp''': Requires silver but another amazing instrument to have. Repairs a bone completely in one click, though this will not work for the skull or rib cage without one use of bone gel, otherwise bone repair surgery can be conducted in three clicks with an IMS.&lt;br /&gt;
*[[File:Laserscalp.png]]'''Laser Scalpel''': Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BSBeaker.gif]]'''Bluespace Beaker''': Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:CryoBeaker.gif]]'''Cryostasis Beaker''': Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Pinkbabyslime.gif]]'''Pink Slime Extract''': Pink slimes are essentially smarter medibots, but their extract is what we're mostly interested in; injecting 5u of blood will create 30u of Myelamine, while injecting 5u of phoron will create Osteodaxon. Simply grind the core in the grinder to extract the reagents.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]'''Odysseus''': A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to '''scan reagents and synthesize them''', allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]'''Super Capacity/Hyper Capacity Power Cells''': A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG's cell will allow the user to use it's modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]'''Advanced Roller Bed''': Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it's size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]'''Medibots''': Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it's maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to '''not load in medicines that the patient can easily overdose on'''.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]'''Growing Pod''': Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Resleevingpod.gif]]'''Resleeving Pod''': Upgrading the resleeving pod will result in less confusion and dizziness for the patient, allowing the to become acquainted easier with their situation.&lt;br /&gt;
*[[File:Freezer.gif]]'''Gas Cooler''': Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Conveniently enough, Cargo is right next door to Medical, allowing quick exchanges of supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]'''Clotting Kit''': A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]'''Vey-Med Voidsuit''': A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]'''Stasis Bags''': Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]'''Surgical Tools''': If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
*[[File:Implant_Case.png]]'''Virus Samples''': Virology has no virus samples at the start of the shift, making your job as a Virologist pretty much null. Ordering these crates requires both the authorization and ID of the CMO.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Code Green'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Code Blue'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist ''unless'' it's directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Code Red'''&amp;lt;/span&amp;gt;&lt;br /&gt;
**You '''need''' to provide information about a patient upon request as long as it's relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*'''Trespassing''': If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*'''Neglect of Duty''': If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*'''Disrespect to the Dead''': Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and '''EATING THE CORPSE FALLS UNDER THIS AS WELL.'''&lt;br /&gt;
*'''Animal Cruelty''': Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*'''Suicide Attempt''': While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*'''Violating Employee Privacy/Breach of Medical Confidentiality''': Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Surgery&amp;diff=631</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Surgery&amp;diff=631"/>
		<updated>2021-06-25T13:29:13Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of medical tools in the [[Operating Theatre]], along with an operating table. Ideally, only [[Medical Doctor|Surgeons]] and the [[Chief Medical Officer]] can perform advanced surgery. Remember to let each step complete fully, else you &amp;lt;s&amp;gt;risk harming yourself or your patient&amp;lt;/s&amp;gt; like playing dangerously and want to ace that surgery.&lt;br /&gt;
&lt;br /&gt;
===Field Surgery===&lt;br /&gt;
Generally this should only be put into play if you are unable to reach medbay or the operating rooms (e.g. singularity eats medbay) and surgery needs to be done immediately. Any table will work, though an operating table has the least chance of failures. Putting the patient in an aggressive grab and clicking the table will lay them on the table, from there you should probably instruct them to rest or else they'll just get back up. Roller beds, however, have a better chance of success than regular tables. The tools you use will also determine the success of each surgery, with a scalpel having the highest chance of success, a sharp knife being suitable, while some sharp object like a glass shard will spur issues.&lt;br /&gt;
&lt;br /&gt;
===Surgical Tools===&lt;br /&gt;
Surgery tools aren't common and are pretty much only found in the operating rooms. The ghetto tools can be found just about everywhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
'''The following are the standard surgical tools most doctors will need:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] [[Medical_Items#Incision_Management_System|Incision Management System]]&lt;br /&gt;
* [[File:Boneclamp.png]] [[Medical_Items#Boneclamp|Boneclamp]]&lt;br /&gt;
* [[File:Laserscalp.png]] [[Medical_Items#Laser_Scalpel|Laser scalpel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
'''The following are tools that can be used in place of their surgically refined counterparts.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Ghetto tools:&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Screwdriver_tool.png]] Screwdriver&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery. Make sure to clean your tools after every surgery as well with a spray bottle of either space cleaner or sterilizine '''If you use a syringe on a patient, dispose of it. Never re-use a syringe, else you risk giving the patient an infection. ''&amp;lt;u&amp;gt;You don’t want to spread infection.&amp;lt;/u&amp;gt;''''' &lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned in a body scanner before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table.&lt;br /&gt;
# Make sure you're wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the person to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the person and click on the operating table to lay them down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient's vitals, the surgery will not work.&lt;br /&gt;
# Clickdrag from the [[File:Entwenty.png]] anesthetic pump onto the patient to place the mask over their face and automatically enable their internals.&lt;br /&gt;
## Alternatively, pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] sleeping agent.&lt;br /&gt;
## Clickdrag their body onto yours to view their inventory. Place the medical mask on their mask slot and the tank of nitrous on their back.&lt;br /&gt;
## Clickdrag their body onto yours once again to refresh the window. A new option called ''Set Internals'' will appear towards to bottom. Clicking it will turn on the anesthetics after a short while.&lt;br /&gt;
# Examine the patient until it reports that they are unconscious, alternatively view the [[File:Crewmonitor.gif]] Operating Computer until their status reads 'Non-Responsive'.&lt;br /&gt;
# Make sure you're set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a '''sink''' to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Surgery List==&lt;br /&gt;
There are many different types of surgeries that can be performed. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* '''NOTE:''' Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] [[Medical_Items#Incision_Management_System|IMS]] if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] [[Medical_Items#Laser_Scalpel|Laser Scalpel]].&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] '''scalpel''' to create an incision.&lt;br /&gt;
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
For internal work in '''chest and skull only''':&lt;br /&gt;
# Use the [[File:Saw.png]] '''bone saw''' to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to move the bone aside.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
&lt;br /&gt;
If you had to use the [[File:Saw.png]] '''bone saw''' earlier (chest/head):&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] '''bone gel''' to mend their ribcage/skull ''unless'' the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
&lt;br /&gt;
Then after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] '''cautery''' to seal the incision.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* '''NOTE:''' Steps 3-5 can be replaced with one use of a [[File:Boneclamp.png]] [[Medical_Items#Boneclamp|Boneclamp]] if one is available to you.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform '''Opening a Surgical Site'''.&lt;br /&gt;
# Ensure the target limb doesn't have any damage, otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] '''bone gel''' to the broken bone.&lt;br /&gt;
# Use the [[File:Bone setter.png]] '''bone setter''' to put the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] '''bone gel'''.&lt;br /&gt;
# Perform '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Screwdriver 75%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Facial Reconstruction==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The fixing of facial and vocal deformaties.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient's mouth - '''not head''' - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] '''scalpel'''.&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to mend their vocal cords.&lt;br /&gt;
# Use your [[File:Retractor.png]] '''retractors''' to put the skin back in place.&lt;br /&gt;
# Cauterize the wound with the [[File:Cautery.png]] '''cautery'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 10%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Fork 75%, crowbar 55%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Bleeding==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and veins within the body to stop internal bleeding.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Fixovein.png]] Fix'O'Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs with new ones. Yes, even the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient's affected (missing) limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# If patient has Limb Stump, use [[File:Saw.png|link=https://wiki.vore-station.net/File:Saw.png]] '''Circular Saw''' to cut it off, otherwise skip this step.&lt;br /&gt;
# Attach the appropriate limb, either mechanical or organic.&lt;br /&gt;
# Use [[File:Hemostat.png|link=https://wiki.vore-station.net/File:Hemostat.png]]'''Hemostat''' to reconnect the nerves.&lt;br /&gt;
# Use a [[File:Traumakit.png]] '''trauma kit''' if the patient requires one (may need to be applied to either the new limb, or the 'parent' body part it was attached to).&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Brain-stem reattachment==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This surgery is useful for undoing decapitation.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site''' for the head.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to mend the blood vessels on the target's brainstem.&lt;br /&gt;
# Use the [[File:Drill.png]] '''surgical drill''' to drill around the target's brainstem. (This causes a skull fracture.)&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to pick out bone chips from around the target's brainstem.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to fuse the target's brainstem.&lt;br /&gt;
# Apply [[File:Bone gel.png]] '''bone gel''' to mend the target's vertebrae. (This allows the patient to be defibrillated.)&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to realign the tissues in the target's skull.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organs Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending damaged organs such as lungs, liver, and brain.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] '''Advanced trauma kit''' for organic organs&lt;br /&gt;
#* [[File:Nanopaste.png]] '''Nanopaste''' for synthetic organs&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples' body cavities, such as NIFs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside:&lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
#* If you are implanting a NIF, you must target the head.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Drill.png]] '''surgical drill''' to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use '''FixOVein''' to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] '''cautery''' to mend cavity wall.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use your [[File:Hemostat.png]] '''hemostat''' to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Alien Embryo Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing hazardous parasites from the body.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Hemostat.png]] '''hemostat''' to remove the alien embryo.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of the brain or other organs&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ's location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
&lt;br /&gt;
'''Removing an organ''':&lt;br /&gt;
# Use the [[File:Scalpel.png]] '''scalpel'''. This will open up a window asking you which organ you'd like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] '''hemostat''. This will open up a window asking you which loose organ you'd like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer. For [[Roboticist#Cyborgs|Borgification]], place the brain in an [[File:MMI empty.png]] MMI and give it to a [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
'''Inserting an organ''':&lt;br /&gt;
# Use the organ you intend to transplant on the patient.&lt;br /&gt;
# Use the [[File:Fixovein.png]] '''FixOVein''' to reconnect the organ to the body.&lt;br /&gt;
# Administer a [[File:Traumakit.png]] '''advanced trauma kit''' or use the [[File:Nanopaste.png]] '''nanopaste''' if required, to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix'O'Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. ''Do not'' transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis caused by septic infections. '''Not''' organs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic organ in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in '''Opening a Surgical Site'''.&lt;br /&gt;
# Use the [[File:Scalpel.png]] '''scalpel''' to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] '''dropper''' filled with [[Guide_to_Chemistry|'''Peridaxon''']] to revive the necrotic organ.&lt;br /&gt;
# Perform the steps in '''Closing a Surgical Site'''.&lt;br /&gt;
'''GHETTO''':&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Aim anywhere in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner on Harm intent to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a '''plasma cutter''', [[File:Welderon.gif]] '''welding tool''', or [[File:Saw.png]] '''circular saw''' to slice the hardsuit seals open. ''This may take several attempts.''&lt;br /&gt;
# Pull the hardsuit control module off their back.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Synthetic Patients=&lt;br /&gt;
==Roboticist Guide to robo-surgery.==&lt;br /&gt;
Many of the same steps as listed above should be practiced on synthetic crew. While they may not bleed or have the risk of infection. Proper protocol should be followed. Also remember that '''&amp;quot;Screwdrivers [[File:Screwdriver tool.png]] having a 30% chance to fail.&amp;quot;''' It is best to operate with '''nano-paste [[File:Nanopaste.png]]''' when available. As screw driver fails can cause further damage.&lt;br /&gt;
&lt;br /&gt;
==The Procedures==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | '''Opening and Closing'''&lt;br /&gt;
|-&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |What You're Doing&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; | Where To Aim&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |Steps To Take&lt;br /&gt;
|-&lt;br /&gt;
|Opening a hatch&lt;br /&gt;
|The prosthetic to be operated on&lt;br /&gt;
|[[File:Screwdriver tool.png]] -&amp;gt; [[File:Crowbar.png]]&lt;br /&gt;
|-&lt;br /&gt;
|Closing a hatch&lt;br /&gt;
|The body part to be closed up&lt;br /&gt;
|[[File:Crowbar.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | '''Treating Problems'''&lt;br /&gt;
|-&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |What You're Doing&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; | Where To Aim&lt;br /&gt;
! cellpadding=&amp;quot;10&amp;quot; |Steps To Take&lt;br /&gt;
|-&lt;br /&gt;
|Fixing Brute Damage &lt;br /&gt;
|Where the damage is&lt;br /&gt;
|Wear your [[File:WeldingHelmet.png]] -&amp;gt; [[File:Welderon.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|Fixing Burn Damage&lt;br /&gt;
|Where the damage is&lt;br /&gt;
|Open -&amp;gt; [[File:CableCoils.png]] (Repeat until fixed) -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Repairing Internal Organs&lt;br /&gt;
|Head, upper, or lower body&lt;br /&gt;
|Open -&amp;gt; [[File:Screwdriver tool.png]](70% Success) / [[File:Nanopaste.png]](100% Success) -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Removing Limbs&lt;br /&gt;
|The extremity or stump to remove &lt;br /&gt;
|[[File:Saw.png]] -&amp;gt; Target Higher (the arm for a hand, the body for an arm, the leg for a foot, the groin for a leg)&lt;br /&gt;
|-&lt;br /&gt;
|Replacing Limbs &amp;amp; Heads&lt;br /&gt;
|The extremity or stump to replace &lt;br /&gt;
|[[File:Saw.png]] -&amp;gt; Target Higher (the arm for a hand, the body for an arm, the leg for a foot, the groin for a leg) -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Extracting Objects&lt;br /&gt;
|Where the embedded object is &lt;br /&gt;
|Open -&amp;gt; [[File:Hemostat.png]] until successful -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Implanting Objects&lt;br /&gt;
|Where you want to embed the object &lt;br /&gt;
|Open -&amp;gt;[[File:Drill.png]] -&amp;gt; Object to implant -&amp;gt; [[File:FixoVein.png]] if a vein is torn -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Damaged Faces &lt;br /&gt;
|Head&lt;br /&gt;
|Fix any brute + burn damage&lt;br /&gt;
|-&lt;br /&gt;
|Removing Internal Organs &lt;br /&gt;
|Head, upper, or lower body &lt;br /&gt;
|Open -&amp;gt; [[File:Multitool.png]] -&amp;gt; [[File:Hemostat.png]]-&amp;gt; pick organ -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Transplanting/Inserting Internal Organs&lt;br /&gt;
|Head, upper, or lower body&lt;br /&gt;
|Open -&amp;gt; Replacement Organ -&amp;gt; [[File:Screwdriver tool.png]] -&amp;gt; Close&lt;br /&gt;
|-&lt;br /&gt;
|Transplanting MMI&lt;br /&gt;
|Head &lt;br /&gt;
|Open -&amp;gt; Replacement MMI -&amp;gt; Close&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=630</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=630"/>
		<updated>2021-06-25T13:27:42Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chemicals==&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, 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; width=&amp;quot;300px&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Alumnium'''||'''Carbon'''||'''Chlorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Copper'''||'''Ethanol'''||'''Fluorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hydrogen'''||'''Iron'''||'''Lithium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mercury'''||'''Nitrogen'''||'''Oxygen'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Phosphorus'''||'''Potassium'''||'''Radium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sulph. acid'''||'''Silicon'''||'''Sodium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sugar'''||'''Sulfur'''||'''Tungsten'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
Pharmaceutical chemicals can usually be identified by a light pink-ish color.&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
&lt;br /&gt;
Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Adranol&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;SweatMAX vendors, goats, cows, or kitchen supplies&amp;quot; style=&amp;quot;text-decoration:underline&amp;amp;quot;&amp;quot;&amp;gt;Milk&amp;lt;/span&amp;gt;, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
|-&lt;br /&gt;
|Alkysine&lt;br /&gt;
||1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Alkysine&lt;br /&gt;
|-&lt;br /&gt;
|Arithrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
|-&lt;br /&gt;
|Bicaridine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
|-&lt;br /&gt;
|Calcium Carbonate&lt;br /&gt;
||3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
|-&lt;br /&gt;
|Carthatoline&lt;br /&gt;
||0.1 part &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts Carbon -&amp;gt; 2 parts Carthatoline&lt;br /&gt;
|-&lt;br /&gt;
|Clonexadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Corophizine&lt;br /&gt;
||1 part ,u&amp;gt;Spaceacillin, 1 part Carbon, 0.1 part &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; (catalyst) -&amp;gt; 2 parts Corophizine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Cryoxadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
|-&lt;br /&gt;
|Dermaline&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Silicon, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin Plus&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
|-&lt;br /&gt;
|Dylovene&lt;br /&gt;
||1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 parts Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Ethylredoxrazine&lt;br /&gt;
||1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
|-&lt;br /&gt;
|Hyperzine&lt;br /&gt;
||1 part Sugar, 1 part Phosphorous, 1 part Sulphur -&amp;gt; 3 parts Hyperzine&lt;br /&gt;
|-&lt;br /&gt;
|Hyronalin&lt;br /&gt;
||1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
|-&lt;br /&gt;
|Imidazoline&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
|-&lt;br /&gt;
|Inaprovaline&lt;br /&gt;
||1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
|-&lt;br /&gt;
|Kelotane&lt;br /&gt;
||1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
|-&lt;br /&gt;
|Leporazine&lt;br /&gt;
||1 part Silicon, 1 part Copper, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Myelamine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
|-&lt;br /&gt;
|Oxycodone&lt;br /&gt;
||1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (Catalyst) -&amp;gt; 1 part Oxycodone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Osteodaxon&lt;br /&gt;
||20 Phoron, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon, 30 Carpotoxin&lt;br /&gt;
|-&lt;br /&gt;
|Paracetamol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 2 parts Clonexadone, 10 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Rezadone&lt;br /&gt;
||1 part CarpoToxin, 1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part Copper&lt;br /&gt;
|-&lt;br /&gt;
|Ryetalyn&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Hyronalin, 1 part Hydrogen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Arithrazine&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Ryetalyn&lt;br /&gt;
|-&lt;br /&gt;
|Spaceacillin&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Spaceacillin&lt;br /&gt;
|-&lt;br /&gt;
|Stimm&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;NutriMax vendors or biogenerators&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Left 4 Zed&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Stimm, 5 units Welding Fuel&lt;br /&gt;
|-&lt;br /&gt;
|Synaptizine&lt;br /&gt;
||1 part Lithium, 1 part Sugar, 1 part Water -&amp;gt; 3 parts Synaptizine&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
|-&lt;br /&gt;
|Tricordrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Dylovene&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
&lt;br /&gt;
The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance. Formulas are formatted to be &amp;quot;mechanical recipe (how the game calculates it) '''OR''' practical recipe (how to make a bottle or two's worth using only a single beaker)&amp;quot;. Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Adranol&lt;br /&gt;
|formula = 2 parts Milk, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
'''OR''' 60 Milk, 30 Hydrogen, 30 Potassium -&amp;gt; 90 Adranol&lt;br /&gt;
|effects = Fixes blurred vision, confusion and is the only chem to actually fix the jitters, with the exception of Impedrezene. Use this for resleeved patients, as well as patients being given Peridaxon or Oxycodone.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Alkysine&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 part Alkysine&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 30 Chlorine, 30 Nitrogen -&amp;gt; 60 Alkysine, 30 Dylovene&lt;br /&gt;
|effects = Used for treating brain damage. Slighly lessens the pain. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Arithrazine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
'''OR''' 10 Nitrogen, 10 Potassium, 10 Silicon, 30 Radium, 60 Hydrogen -&amp;gt; 120 Arithrazine&lt;br /&gt;
|effects = A very unstable medication used to treat the most extreme cases of radiation poisoning. It works faster than Hyronalin, but will cause some brute damage to the patient (including to the patient's cybernetic limbs). Such damage is very mild at low doses and easily treated at higher doses. It can also treat toxic damage, but not as effective as Dylovene. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Bicaridine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
'''OR''' 20 oxygen, 20 sugar, 80 carbon -&amp;gt; 120u bicard&lt;br /&gt;
|effects = An analgesic which is highly effective at treating brute damage. It is useful for stabilizing people who have been severely beaten, as well as treating less life-threatening injuries. A (poisonous) overdose will gradually slow internal bleeding. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Calcium Carbonate&lt;br /&gt;
|formula = 3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
'''OR''' 60 Oxygen, 20 Calcium, 20 Carbon -&amp;gt; 40 Calcium Carbonate&lt;br /&gt;
|effects = Calcium Carbonate is a calcium salt commonly used as an antacid. Injected, causes toxin damage, ingested, prevents vomiting.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Carthatoline&lt;br /&gt;
|formula = 0.1 part Phoron, 1 part Dylovene, 2 parts Carbon -&amp;gt; 2 parts Carthatoline &lt;br /&gt;
'''OR''' 20 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon -&amp;gt; 60 Carthatoline, 17 Phoron&lt;br /&gt;
|effects = A strong evacuant used to treat severe poisoning. Heals toxins more quickly than dylovene, and can repair liver damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryoxadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
'''OR''' 10 Phoron, 40 Oxygen, 20 Water, 20 Oxygen, -&amp;gt; 60 Cryoxadone, 8 Phoron&lt;br /&gt;
|effects = Required for the proper function of cryogenics. It heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Heals clone damage slowly, such as caused by cloning or [[Slime]]s. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Corophizine&lt;br /&gt;
|formula = 1 part Spaceacillin, 1 part Carbon, 0.1 part Phoron (used), 5 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 5 Carbon, 5 Oxygen, 5 Sugar, 5 Oxygen, 5 Potassium, 5 Sugar, 30 Carbon, 3+5 Phoron -&amp;gt; 30 Corophizine&lt;br /&gt;
|effects = A wide-spectrum antibiotic, it can treat bacterial infections (but not viruses) better than Spaceacillin. Side-effects include: hallucinations, shortness of breath, fainting, spontaneous tendon rupture. For professional care use only.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Clonexadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium -&amp;gt; 60 Clonexadone, 16 Phoron&lt;br /&gt;
|effects = Heals standard damage the same as Cryoxadone. This chemical reforms clones much faster then Cryoxadone. This includes damage done by [[Slime]]s. Best used in cryo cells. Only works in temperatures under 170K (usually this means cryo cells). The lower the temperature, the better it works.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dermaline&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Used for treating burns. Works faster than Kelotane, but can be used simultaneously with it, to increase the effect.. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin&lt;br /&gt;
|formula = 2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 120 Oxygen -&amp;gt; 60 Dexalin, 14 Phoron&lt;br /&gt;
|effects = Used for treating oxygen deprivation; slowly heals suffocation damage. In most cases where it is likely to be needed, the strength of Dexalin Plus will probably be more useful. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin Plus&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
'''OR''' 4 phoron, 80 oxygen, 40 carbon, 40 iron -&amp;gt; 120u dexalin plus&lt;br /&gt;
|effects = Used in treatment of extreme cases of oxygen deprivation. It immediately counters all oxygen loss and is useful to keep lung injury patients stable during surgery. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dylovene&lt;br /&gt;
|formula = 1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 part Dylovene&lt;br /&gt;
'''OR''' 40 Silicon, 40 Nitrogen, 40 Potassium -&amp;gt; 120 Dylovene&lt;br /&gt;
|effects = A broad-spectrum anti-toxin. Heals toxin damage; will also shorten the durations of drug-related hallucinations and sleepiness, and remove toxic substances in the blood. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ethylredoxrazine&lt;br /&gt;
|formula = 1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Oxygen, 30 Carbon -&amp;gt; 90 Ethylredoxrazine&lt;br /&gt;
|effects = Neutralises alcohol in the blood stream. Though it is commonly needed, it is rarely requested. When combined with ethanol, it produces water. It also treats dizziness, sleepiness, and stuttering. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyperzine&lt;br /&gt;
|formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
'''OR''' 40 Sugar, 40 Phosphorous, 40 Sulphur -&amp;gt; 120 Hyperzine&lt;br /&gt;
|effects = A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing. Side effects include twitching, nervousness, and psychological addiction. Metabilizes at 0.03 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyronalin&lt;br /&gt;
|formula = 1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 60 Radium -&amp;gt; 120 Hyronalin&lt;br /&gt;
|effects = Basic treatment for radiation damage. Reduces radiation damage more slowly than Arithrazine, but without its painful side effects. Does nothing against toxic damage. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Imidazoline&lt;br /&gt;
|formula = 1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Carbon, 30 Hydrogen -&amp;gt; 60 Imidazoline&lt;br /&gt;
|effects = For treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Inaprovaline&lt;br /&gt;
|formula = 1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
'''OR''' 40 Oxygen, 40 Carbon, 40 Sugar -&amp;gt; 120 Inaprovaline&lt;br /&gt;
|effects = Inaprovaline is a cardiac and synaptic stimulant. Commonly used to stabilize patients - it stops the rate of decline in a patient's body if it has reached 0% or lower. Weak painkiller. Metabolizes at 0.1 units per tick. Overdose is 60 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Kelotane&lt;br /&gt;
|formula = 1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Leporazine&lt;br /&gt;
|formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon -&amp;gt; 60 Leporazine, 10 Phoron&lt;br /&gt;
|effects = Stabilizes a patient's body temperature. Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Myelamine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
'''OR''' 5 Oxygen, 5 Sugar, 20 Carbon, 30 Iron, 60 Spidertoxin, 30 Iron -&amp;gt; 60 Myelamine, 30 Spidertoxin&lt;br /&gt;
|effects = Used to rapidly clot internal hemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'. Or ask the miners for dead giant spiders; you can butcher them using a sharp object, or you can use a gibber to get extra meat.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Oxycodone&lt;br /&gt;
|formula = 1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units Phoron (Catalyst) -&amp;gt; 1 Part Oxycodone, 5 units Phoron&lt;br /&gt;
'''OR''' 5 Phoron, 5 Carbon, 5 Sugar, 5 Oxygen, 15 Nitrogen, 15 Water, 30 Ethanol, 30 Oxygen, 90 Ethanol -&amp;gt; 90 Oxycodone, 5 Phoron&lt;br /&gt;
|effects = An effective and very addictive opioid painkiller. Patients are slowed. Overdose is 20 units, causing hallucinations and disorientation.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paracetamol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Oxygen, 10 Sugar, 30 Nitrogen, 30 Water -&amp;gt; 60 Paracetamol&lt;br /&gt;
|effects = Most probably know this as Tylenol, but this chemical is a mild, simple painkiller. Overdose is 60 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Peridaxon&lt;br /&gt;
|formula = 2 parts Bicardine, 2 parts Clonexadone, 10 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon -&amp;gt; 16 Phoron, 60 Peridaxon&lt;br /&gt;
|effects = Used to encourage recovery of internal organs and nervous systems; will restore damage to internal organs, including mending ruptured lungs. (Results in two units instead of four.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Rezadone&lt;br /&gt;
|formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
'''OR''' 30 Carpotoxin, 10 Oxygen, 10 sugar, 10 potassium, 30 Copper -&amp;gt; 90 Rezadone&lt;br /&gt;
|effects = A powder derived from fish toxin, this substance can effectively treat genetic damage in humanoids without the use of cryo, though excessive consumption has side effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ryetalyn&lt;br /&gt;
|formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Nitrogen, 5 Potassium, 5 Silicon, 15 Radium, 30 Hydrogen, 60 Carbon -&amp;gt; 120 Ryetalyn&lt;br /&gt;
|effects = Repairs disabilities due to genetic damage. One unit is enough.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Spaceacillin&lt;br /&gt;
|formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Oxygen, 20 Potassium, 20 Sugar -&amp;gt; 120 Spaceacillin&lt;br /&gt;
|effects = A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Treats infections. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synaptizine&lt;br /&gt;
|formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
'''OR''' 40 Sugar, 40 Water, 40 Lithium -&amp;gt; 120 Synaptizine&lt;br /&gt;
|effects = Synaptizine is toxic, but treats hallucinations, drowsiness, paralysis, and stunned or weakened patients. It is metabolized very slowly. One unit is enough to treat hallucinations. Actively removes Mindbreaker Toxin from the patient's bloodstream.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Stimm&lt;br /&gt;
|formula = 1 part &amp;lt;u&amp;gt;Left 4 Zed&amp;lt;/u&amp;gt;. 1 part &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt; (Catalyst)&lt;br /&gt;
'''OR''' 60 Left 4 Zed, 60 Welding Fuel -&amp;gt; 120 Stimm&lt;br /&gt;
|effects = A homemade version of hyperzine. Gives the same speed boost as hyperzine, but causes brute damage to different limbs and, being technically a toxin, causes toxin damage over time. Overdose is 10.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tramadol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Sugar, 10 Oxygen, 30 Nitrogen, 30 Water, 30 Ethanol, 30 Oxygen -&amp;gt; 90 Tramadol, 30 Paracetamol&lt;br /&gt;
|effects = A simple, yet effective painkiller. Very effective for patients in shock. Overdoses at 30 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tricordrazine&lt;br /&gt;
|formula = 1 part Inaprovaline, 1 part Dylovene&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Nitrogen, 20 Potassium, 20 Silicon -&amp;gt; 120 Tricordrazine&lt;br /&gt;
|effects = Originally derived from Cordrazine; will heal all damage types. Often used in a wide range of applications. The healing effect is weak, but as with Dylovene, Overdose is 120 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Ammonia&lt;br /&gt;
||3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Biomass&lt;br /&gt;
|1 part Animal Protein, 1 part Phoron, 1 part Sugar&lt;br /&gt;
|-  &lt;br /&gt;
|Chloral Hydrate&lt;br /&gt;
||1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Coolant&lt;br /&gt;
||1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Soporific&lt;br /&gt;
||1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|-&lt;br /&gt;
|Cryptobiolin&lt;br /&gt;
||1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Diethylamine&lt;br /&gt;
||1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|-&lt;br /&gt;
|Virus Food&lt;br /&gt;
||1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
||1 part Uranium, 1 part Iron&lt;br /&gt;
|-&lt;br /&gt;
|Explosion&lt;br /&gt;
||1 part Potassium, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
||1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Foaming Agent&lt;br /&gt;
||1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Foam Surfactant&lt;br /&gt;
||2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|-&lt;br /&gt;
|Glycerol&lt;br /&gt;
||3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Impedrezene&lt;br /&gt;
||1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Lexorin&lt;br /&gt;
||1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Lipozine&lt;br /&gt;
||1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
||3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|-&lt;br /&gt;
|Luminol&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part Ammonia&lt;br /&gt;
|-&lt;br /&gt;
|Napalm&lt;br /&gt;
||1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|MindBreaker Toxin&lt;br /&gt;
||1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
||1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Crayon Dust)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Ghetto)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 5 parts (Coloring agent)&lt;br /&gt;
|-&lt;br /&gt;
|Plant-B-Gone&lt;br /&gt;
||1 part Polytrinic Acid, 4 parts Diethylamine.&lt;br /&gt;
|-&lt;br /&gt;
|Polytrinic Acid&lt;br /&gt;
||1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chloride&lt;br /&gt;
||1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chlorophoride&lt;br /&gt;
||1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|-&lt;br /&gt;
|Solid Phoron&lt;br /&gt;
||5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
|-&lt;br /&gt;
|Plastic&lt;br /&gt;
||10 polytrinic acid, 20 plasticide&lt;br /&gt;
|-&lt;br /&gt;
|Condensed Capsaicin&lt;br /&gt;
||2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Silicate&lt;br /&gt;
||1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Smoke&lt;br /&gt;
||1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|-&lt;br /&gt;
|Sodium Chloride&lt;br /&gt;
||1 part Chlorine, 1 part Sodium&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
||1 part Ammonia, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Space Drugs&lt;br /&gt;
||1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
||1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Sterilizine&lt;br /&gt;
||1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Synthmeat&lt;br /&gt;
||5 Blood, 5 Clonexadone&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
||1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Mutagen&lt;br /&gt;
||1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
||1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Powder&lt;br /&gt;
||5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Recipes===&lt;br /&gt;
&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;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ammonia&lt;br /&gt;
|formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen -&amp;gt; 60 Ammonia&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem|chemical=Biomass|effects=A slurry of biomatter used to refill the grower pod and bioprinter.|formula=1 part Animal Protein, 1 part Phoron, 1 part Sugar}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Chloral Hydrate&lt;br /&gt;
|formula = 1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
'''OR''' 100 Chlorine, 10 Ethanol, 10 Water, (Repeat last two steps two more times), -&amp;gt; 30 Chloral Hydrate, 10 Chlorine&lt;br /&gt;
|effects = A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Soporific&lt;br /&gt;
|formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
'''OR''' 60 Chlorine, 20 Ethanol, 20 Water, 80 Sugar -&amp;gt; 100 Soporific&lt;br /&gt;
|effects = A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryptobiolin&lt;br /&gt;
|formula = 1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 40 Potassium, 40 Oxygen, 40 Sugar -&amp;gt; 120 Cryptobiolin&lt;br /&gt;
|effects = Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Diethylamine&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Ethanol -&amp;gt; 120 Diethylamine&lt;br /&gt;
|effects = A very potent fertilizer.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Virus Food&lt;br /&gt;
|formula = 1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Milk, 40 Water, 40 Oxygen -&amp;gt; 120 Virus Food&lt;br /&gt;
|effects = Used in Virology as a growth medium. Available from a wall dispenser in Virology.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = EMP&lt;br /&gt;
|formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
'''OR''' 60 Uranium, 60 Iron, -&amp;gt; Big Boom&lt;br /&gt;
|effects = This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Explosion&lt;br /&gt;
|formula = 1 part Potassium, 1 part Water&lt;br /&gt;
'''OR''' 60 Potassium, 60 Water, -&amp;gt; Even Bigger Boom&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Flash Powder&lt;br /&gt;
|formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphur, 40 Aluminium, 40 Potassium -&amp;gt; Kinda Big But Also Really Shiny Boom&lt;br /&gt;
|effects = Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foaming Agent&lt;br /&gt;
|formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
'''OR''' 60 Lithium, 60 Hyrdogen, -&amp;gt; 60 Foaming Agent&lt;br /&gt;
|effects = Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foam Surfactant&lt;br /&gt;
|formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
'''OR''' 40 Fluorine, 40 Carbon, 20 Sulphuric Acid, -&amp;gt; 100 Fluorosurfactant (Foam Surfactant)&lt;br /&gt;
|effects = Creates a large cloud of foam when mixed with an equal amount of water.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Glycerol&lt;br /&gt;
|formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, -&amp;gt; 30 Glycerol&lt;br /&gt;
|effects = Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Impedrezene&lt;br /&gt;
|formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 30 Mercury, 30 Oxygen, 30 Sugar -&amp;gt; 60 Impedrezene&lt;br /&gt;
|effects = 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;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lexorin&lt;br /&gt;
|formula = 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 40 Phoron, 40 Nitrogen, 40 Hydrogen -&amp;gt; 120 Lexorin&lt;br /&gt;
|effects = Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lipozine&lt;br /&gt;
|formula = 1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
'''OR''' 20 Sodium, 20 Chlorine, 40 Ethanol, 40 Radium -&amp;gt; 120 Lipozine&lt;br /&gt;
|effects = Causes weight loss upon consumption (lowers satiation level).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Metal Foam&lt;br /&gt;
|formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
'''OR''' 5 part Sulphuric Acid, 5 part Chlorine, 5 part Potassium, 15 Lithium, 15 Hyrdogen, 90 Iron/Aluminium -&amp;gt; Lotsa Foam&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Napalm&lt;br /&gt;
|formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
'''or''' 40 Phoron, 40 Aluminium, 40 Sulphuric Acid -&amp;gt; BIG FIRE&lt;br /&gt;
|effects = Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = MindBreaker Toxin&lt;br /&gt;
|formula = 1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Hydrogen, 30 Silicon -&amp;gt; 90 Mindbreaker Toxin&lt;br /&gt;
|effects = A potent hallucinogenic compound. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Nitroglycerin&lt;br /&gt;
|formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, 30 Polytrinic Acid, 30 Sulphuric Acid -&amp;gt; INCREDIBLY LARGE BOOM&lt;br /&gt;
|effects = A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (Results in 2 units instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Crayon Dust)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 Crayon Dust, -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. Crayons can be ground for colorful dust. Replace crayon dust with aluminium for white paint. Remove paint with space cleaner.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Ghetto)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 5 parts (Coloring Agent)&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 (Coloring Agent), -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. The coloring agent can be milk, orange juice, tomato juice, lime juice, carrot juice, berry juice, grape juice, poison berry juice, watermelon juice, lemon juice, banana juice, potato juice, carbon, or aluminum.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plant-B-Gone&lt;br /&gt;
|formula = 1 part Polytrinic Acid, 4 parts Diethylamine&lt;br /&gt;
'''OR''' 96 Diethylamine, 24 Polytrinic Acid, -&amp;gt; 120 Plant-B-Gone&lt;br /&gt;
|effects = A potent herbicide which is useful to replace the limited supply the botanist starts with.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Polytrinic Acid&lt;br /&gt;
|formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphuric Acid, 40 Chlorine, 40 Potassium -&amp;gt; 120 Polytrinic Acid&lt;br /&gt;
|effects = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chloride&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
'''OR''' 30 Sodium, 30 Chlorine, 60 Potassium, -&amp;gt; 120 Potassium Chloride&lt;br /&gt;
|effects = A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chlorophoride&lt;br /&gt;
|formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
'''OR''' 50 Chlorine, 15 Ethanol, 15 Water, 5 Chlorine, 10 Sodium, 20 Potassium, 20 Phoron, -&amp;gt; 60 Potassium Chlorophoride, 25 Potassium Chloride, 5 Phoron&lt;br /&gt;
|effects = A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Solid Phoron&lt;br /&gt;
|formula = 5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
'''OR''' 80 Phoron, 20 Frost Oil, 20 Iron, -&amp;gt; 4 Phoron Crystals&lt;br /&gt;
|effects = Phoron solidification.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plastic&lt;br /&gt;
|formula = 10 polytrinic acid, 20 plasticide&lt;br /&gt;
'''OR''' 10 Sulphuric Acid, 10 Chlorine, 10 Potassium, 60 Plasticide, -&amp;gt; 3 Plastic Sheets&lt;br /&gt;
|effects = 1 sheet of plastic.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Condensed Capsaicin (Pepper Spray)&lt;br /&gt;
|formula = 2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
'''OR''' 5 Phoron, 30 Capsaicin(x4), -&amp;gt; 60 Condensed Capsaicin, 5 Phoron&lt;br /&gt;
|effects = Results in 1 unit of Condensed Capsaicin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Silicate&lt;br /&gt;
|formula = 1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Aluminum, 40 Silicon, 40 Oxygen -&amp;gt; 120 Silicate&lt;br /&gt;
|effects = Used to strengthen windows.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Smoke&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
'''OR''' 30 Potassium, 30 Sugar, 30 Phosphorous, 30 (Reagent of Your Choice), -&amp;gt; Smoke Cloud With Varying Properties&lt;br /&gt;
|effects = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sodium Chloride (Table Salt)&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
'''OR''' 60 Chlorine, 60 Sodium -&amp;gt; 120 Table Salt&lt;br /&gt;
|effects = Commonly known as salt, Sodium Chloride is often used to  season food.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Cleaner&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Water, -&amp;gt; 120 Space Cleaner&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Drugs&lt;br /&gt;
|formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
'''OR''' 40 Mercury, 40 Sugar, 40 Lithium -&amp;gt; 120 Space Drugs&lt;br /&gt;
|effects = An illegal compound which induces a number of effects such as loss of balance and hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Lube&lt;br /&gt;
|formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 30 Water, 30 Silicon, 30 Oxygen -&amp;gt; 120 Space Lube&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sterilizine&lt;br /&gt;
|formula = 1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Ethanol, 30 Chlorine, -&amp;gt; 90 Sterilizine&lt;br /&gt;
|effects = Sterilizes wounds in preparation for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synthmeat&lt;br /&gt;
|formula = 5 Blood, 5 Clonexadone&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 5 Blood -&amp;gt; 1 Slab of Synth Meat (+1 for every 5 blood added, up to 60 slabs)&lt;br /&gt;
|effects = A tasty alternative to actual meat, allegedly used for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Thermite&lt;br /&gt;
|formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Iron, 40 Aluminium, 40 Oxygen -&amp;gt; VERY HOT&lt;br /&gt;
|effects = A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unstable Mutagen&lt;br /&gt;
|formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
'''OR''' 40 Radium, 40 Phosphorus, 40 Chlorine -&amp;gt; 120 Unstable Mutagen&lt;br /&gt;
|effects = Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Water&lt;br /&gt;
|formula = 1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
'''OR''' Just dispense water from the chem dispenser like a sane human being.&lt;br /&gt;
|effects = It's water. Results in one unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Zombie Powder&lt;br /&gt;
|formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
'''OR''' 15 Chlorine, 5 Ethanol, 5 Water, 20 Sugar, 25 CarpoToxin, 25 Copper -&amp;gt; 10 Zombie Powder&lt;br /&gt;
|effects = Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BS12 specific recipes==&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Methylphenidate&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Hydrogen&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Hydrogen -&amp;gt; 60 Methylphenidate, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Helps you concentrate. Prescribed for ADHD and similar conditions. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Citalopram&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Carbon -&amp;gt; 60 Citalopram, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Mild antidepressant. Prescribed for depression and anxiety. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paroxetine&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 30 Inaprovaline(10 Oxygen, 10 Sugar, 10 Carbon In a Separate Beaker), 30 Oxygen, -&amp;gt; 90 Paroxetine, 15 Mindbreaker Toxin&lt;br /&gt;
|effects = Stronger antidepressant, with chance of hallucinations. Prescribed for severe depression.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vorestation specific recipes==&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sizeoxadone&lt;br /&gt;
|formula = 1 part Clonexadone, 3 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 1 part Phoron, 5 units Phoron (Catalyst) -&amp;gt; 5 parts Sizeoxadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 4 Oxygen, 2 Water, 2 Oxygen, 6 Sodium, 2 Carbon, 2 Sugar, 2 Oxygen, 6 Nitrogen, 6 Water, 12 Ethanol, 12 Oxygen -&amp;gt; 60 Sizeoxadone, 7.2 Phoron&lt;br /&gt;
|effects = Required ingredient for macrocillin, microcillin, and normalcillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Macrocillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Diethylamine -&amp;gt; 1 part Macrocillin&lt;br /&gt;
'''OR''' 30 Hydrogen, 10 Nitrogen, 30 Ethanol, 60 Sizeoxadone -&amp;gt; 3 Macrocillin&lt;br /&gt;
|effects = You grow!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Microcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Sodium Chloride -&amp;gt; 1 part Microcillin&lt;br /&gt;
'''OR''' 30 Chlorine, 30 Sodium, 60 Sizeoxadone, -&amp;gt; 3 Microcillin&lt;br /&gt;
|effects = You shrink!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Normalcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part leporazine -&amp;gt; 1 part Normalcillin&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon, 60 Sizeoxadone, -&amp;gt; 3 Normalcillin, 10 Phoron&lt;br /&gt;
|effects = You normalify!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Amorphorovir&lt;br /&gt;
|formula = 30 parts cryptobiolin, 30 part biomass, 20 parts hyperzine, 5 phoron (catalyst),  -&amp;gt; 1 Amorphorvir&lt;br /&gt;
|effects = is used to help change physical sex!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androrovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part bicardine, 20 parts iron, 20 parts ethanol,   -&amp;gt; 1 Androrovir&lt;br /&gt;
'''OR''' (for bootleg)  1 part Amorphorovir, 10 parts protein, 10 parts capsaicin.&lt;br /&gt;
|effects = will change physical sex to that of a male&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = gynorovir&lt;br /&gt;
|formula = 1 part Amorphorovir, 20 part inaprovaline, 20 part silicon 20 part sugar  -&amp;gt; 1 Gynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part Amorphorovir, 10 parts soymilk, 10 parts sugar.&lt;br /&gt;
|effects = Will change your physical sex to that of a female!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androgynorovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part anti-toxin, 20 part fluorine, 20 part tungsten, -&amp;gt; 1 Androgynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part Amorphorovir, 10 parts cola, 10 parts berryjuice&lt;br /&gt;
|effects = WIll change your physical sex to be that of mixed.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ickypak&lt;br /&gt;
|formula = 1 parts surfactant, 4 parts hyperzine&lt;br /&gt;
'''OR''' 10 Fluorine, 10 Carbon, 5 Sulphuric Acid, 30 Sugar, 30 Phosphorous, 30 Sulphur -&amp;gt; 112.5 Ickypak, 2.5&lt;br /&gt;
|effects = Causes involuntary muscle contractions, expelling prey. Has painful side-effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unsorbitol&lt;br /&gt;
|formula = 2 parts lipozine, 3 parts unstable mutagen&lt;br /&gt;
'''OR''' 5 Sodium, 5 Chlorine, 10 Ethanol, 10 Radium, 30 Radium, 30 Phosphorus, 30 Chlorine, -&amp;gt; 75 Unsorbitol, 45 Unstable Mutagen&lt;br /&gt;
|effects = Causes absorbed prey to be released into a belly. Has extreme side-effects. Consider patient restraints.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Jelly&lt;br /&gt;
|formula = 50 parts Sugar, 50 Parts Lithium, 20 parts Phoron -&amp;gt; 5 parts Slime Jelly&lt;br /&gt;
|effects = Toxic, has the potential to poison you to Hell and back. You’ll be needing this for the more fun reactions.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Healing Reaction&lt;br /&gt;
|formula = 10 Bicaridine, 10 Inaprovaline, 10 Kelotane, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = A healing grenade that actually works, or just an instant heal in a bottle. Instantly heals 25 of the following: Brute, Burn, Toxins, Oxy, Brain Damage and Genetic Damage on everyone and everything on the screen. Even works on corpses.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Freezing Reaction&lt;br /&gt;
|formula = 10 Coolant, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = Lowers the temperature of the affected area. Might also be screen-wide. If you spam this, you can cool someone down enough to use cryo-chems without putting them in a cell.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Frost Oil Production&lt;br /&gt;
|formula = 5 Water, 5 Coolant, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = Produces Frost Oil in 10 unit amounts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Instant Fire&lt;br /&gt;
|formula = 30 Potassium, 30 Slime Jelly, 60 Phoron&lt;br /&gt;
|effects = Spawns in a fire, random size, random spread. Has a chance to fizz and not do anything. If you’re looking for destruction, you’re better off using napalm.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Glowstick&lt;br /&gt;
|formula = 10 Water, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = It’s a glowstick/flashlight! Bioluminescence FTW.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Create Phoron&lt;br /&gt;
|formula = 20 Uranium, 20 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Use phoron and slime jelly, and uranium, to make 10 pieces of phoron! &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Make Food&lt;br /&gt;
|formula = 20 Nutriment, 5 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = All sorts of food will spawn when this reaction is done.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Gatchazine&lt;br /&gt;
|formula = 20 Aluminum, 40 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Random material spawns, anything from cardboard to diamond.&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. Here's some particularly noteworthy examples;&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Numbing Enzyme&lt;br /&gt;
|formula = N/A&lt;br /&gt;
|effects = Delivered in small doses by the Numbing Bite perk and Numbing belly addon. Extremely strong painkiller on par with Oxycodone, but incurs even more slowdown than Oxycodone. Overdose causes confusion, paralysis, hallucinations, jittering, stuttering, and mild hypoxia.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=629</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=629"/>
		<updated>2021-06-25T13:26:21Z</updated>

		<summary type="html">&lt;p&gt;Izac112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chemicals==&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, 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; width=&amp;quot;300px&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Alumnium'''||'''Carbon'''||'''Chlorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Copper'''||'''Ethanol'''||'''Fluorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hydrogen'''||'''Iron'''||'''Lithium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mercury'''||'''Nitrogen'''||'''Oxygen'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Phosphorus'''||'''Potassium'''||'''Radium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sulph. acid'''||'''Silicon'''||'''Sodium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sugar'''||'''Sulfur'''||'''Tungsten'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
Pharmaceutical chemicals can usually be identified by a light pink-ish color.&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
&lt;br /&gt;
Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Adranol&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;SweatMAX vendors, goats, cows, or kitchen supplies&amp;quot; style=&amp;quot;text-decoration:underline&amp;amp;quot;&amp;quot;&amp;gt;Milk&amp;lt;/span&amp;gt;, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
|-&lt;br /&gt;
|Alkysine&lt;br /&gt;
||1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Alkysine&lt;br /&gt;
|-&lt;br /&gt;
|Arithrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
|-&lt;br /&gt;
|Bicaridine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
|-&lt;br /&gt;
|Calcium Carbonate&lt;br /&gt;
||3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
|-&lt;br /&gt;
|Carthatoline&lt;br /&gt;
||0.1 part &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts Carbon -&amp;gt; 2 parts Carthatoline&lt;br /&gt;
|-&lt;br /&gt;
|Clonexadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Corophizine&lt;br /&gt;
||1 part ,u&amp;gt;Spaceacillin, 1 part Carbon, 0.1 part &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; (catalyst) -&amp;gt; 2 parts Corophizine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Cryoxadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
|-&lt;br /&gt;
|Dermaline&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Silicon, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin Plus&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
|-&lt;br /&gt;
|Dylovene&lt;br /&gt;
||1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 parts Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Ethylredoxrazine&lt;br /&gt;
||1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
|-&lt;br /&gt;
|Hyperzine&lt;br /&gt;
||1 part Sugar, 1 part Phosphorous, 1 part Sulphur -&amp;gt; 3 parts Hyperzine&lt;br /&gt;
|-&lt;br /&gt;
|Hyronalin&lt;br /&gt;
||1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
|-&lt;br /&gt;
|Imidazoline&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
|-&lt;br /&gt;
|Inaprovaline&lt;br /&gt;
||1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
|-&lt;br /&gt;
|Kelotane&lt;br /&gt;
||1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
|-&lt;br /&gt;
|Leporazine&lt;br /&gt;
||1 part Silicon, 1 part Copper, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Myelamine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
|-&lt;br /&gt;
|Oxycodone&lt;br /&gt;
||1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (Catalyst) -&amp;gt; 1 part Oxycodone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Osteodaxon&lt;br /&gt;
||20 Phoron, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon, 30 Carpotoxin&lt;br /&gt;
|-&lt;br /&gt;
|Paracetamol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 2 parts Clonexadone, 10 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Rezadone&lt;br /&gt;
||1 part CarpoToxin, 1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part Copper&lt;br /&gt;
|-&lt;br /&gt;
|Ryetalyn&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Hyronalin, 1 part Hydrogen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Arithrazine&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Ryetalyn&lt;br /&gt;
|-&lt;br /&gt;
|Spaceacillin&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Spaceacillin&lt;br /&gt;
|-&lt;br /&gt;
|Stimm&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;NutriMax vendors or biogenerators&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Left 4 Zed&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Stimm, 5 units Welding Fuel&lt;br /&gt;
|-&lt;br /&gt;
|Synaptizine&lt;br /&gt;
||1 part Lithium, 1 part Sugar, 1 part Water -&amp;gt; 3 parts Synaptizine&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
|-&lt;br /&gt;
|Tricordrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Dylovene&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
&lt;br /&gt;
The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance. Formulas are formatted to be &amp;quot;mechanical recipe (how the game calculates it) '''OR''' practical recipe (how to make a bottle or two's worth using only a single beaker)&amp;quot;. Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Adranol&lt;br /&gt;
|formula = 2 parts Milk, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
'''OR''' 60 Milk, 30 Hydrogen, 30 Potassium -&amp;gt; 90 Adranol&lt;br /&gt;
|effects = Fixes blurred vision, confusion and is the only chem to actually fix the jitters, with the exception of Impedrezene. Use this for resleeved patients, as well as patients being given Peridaxon or Oxycodone.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Alkysine&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 part Alkysine&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 30 Chlorine, 30 Nitrogen -&amp;gt; 60 Alkysine, 30 Dylovene&lt;br /&gt;
|effects = Used for treating brain damage. Slighly lessens the pain. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Arithrazine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
'''OR''' 10 Nitrogen, 10 Potassium, 10 Silicon, 30 Radium, 60 Hydrogen -&amp;gt; 120 Arithrazine&lt;br /&gt;
|effects = A very unstable medication used to treat the most extreme cases of radiation poisoning. It works faster than Hyronalin, but will cause some brute damage to the patient (including to the patient's cybernetic limbs). Such damage is very mild at low doses and easily treated at higher doses. It can also treat toxic damage, but not as effective as Dylovene. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Bicaridine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
'''OR''' 20 oxygen, 20 sugar, 80 carbon -&amp;gt; 120u bicard&lt;br /&gt;
|effects = An analgesic which is highly effective at treating brute damage. It is useful for stabilizing people who have been severely beaten, as well as treating less life-threatening injuries. A (poisonous) overdose will gradually slow internal bleeding. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Calcium Carbonate&lt;br /&gt;
|formula = 3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
'''OR''' 60 Oxygen, 20 Calcium, 20 Carbon -&amp;gt; 40 Calcium Carbonate&lt;br /&gt;
|effects = Calcium Carbonate is a calcium salt commonly used as an antacid. Injected, causes toxin damage, ingested, prevents vomiting.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Carthatoline&lt;br /&gt;
|formula = 0.1 part Phoron, 1 part Dylovene, 2 parts Carbon -&amp;gt; 2 parts Carthatoline &lt;br /&gt;
'''OR''' 20 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon -&amp;gt; 60 Carthatoline, 17 Phoron&lt;br /&gt;
|effects = A strong evacuant used to treat severe poisoning. Heals toxins more quickly than dylovene, and can repair liver damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryoxadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
'''OR''' 10 Phoron, 40 Oxygen, 20 Water, 20 Oxygen, -&amp;gt; 60 Cryoxadone, 8 Phoron&lt;br /&gt;
|effects = Required for the proper function of cryogenics. It heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Heals clone damage slowly, such as caused by cloning or [[Slime]]s. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Corophizine&lt;br /&gt;
|formula = 1 part Spaceacillin, 1 part Carbon, 0.1 part Phoron (used), 5 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 5 Carbon, 5 Oxygen, 5 Sugar, 5 Oxygen, 5 Potassium, 5 Sugar, 30 Carbon, 3+5 Phoron -&amp;gt; 30 Corophizine&lt;br /&gt;
|effects = A wide-spectrum antibiotic, it can treat bacterial infections (but not viruses) better than Spaceacillin. Side-effects include: hallucinations, shortness of breath, fainting, spontaneous tendon rupture. For professional care use only.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Clonexadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium -&amp;gt; 60 Clonexadone, 16 Phoron&lt;br /&gt;
|effects = Heals standard damage the same as Cryoxadone. This chemical reforms clones much faster then Cryoxadone. This includes damage done by [[Slime]]s. Best used in cryo cells. Only works in temperatures under 170K (usually this means cryo cells). The lower the temperature, the better it works.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dermaline&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Used for treating burns. Works faster than Kelotane, but can be used simultaneously with it, to increase the effect.. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin&lt;br /&gt;
|formula = 2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 120 Oxygen -&amp;gt; 60 Dexalin, 14 Phoron&lt;br /&gt;
|effects = Used for treating oxygen deprivation; slowly heals suffocation damage. In most cases where it is likely to be needed, the strength of Dexalin Plus will probably be more useful. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin Plus&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
'''OR''' 4 phoron, 80 oxygen, 40 carbon, 40 iron -&amp;gt; 120u dexalin plus&lt;br /&gt;
|effects = Used in treatment of extreme cases of oxygen deprivation. It immediately counters all oxygen loss and is useful to keep lung injury patients stable during surgery. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dylovene&lt;br /&gt;
|formula = 1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 part Dylovene&lt;br /&gt;
'''OR''' 40 Silicon, 40 Nitrogen, 40 Potassium -&amp;gt; 120 Dylovene&lt;br /&gt;
|effects = A broad-spectrum anti-toxin. Heals toxin damage; will also shorten the durations of drug-related hallucinations and sleepiness, and remove toxic substances in the blood. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ethylredoxrazine&lt;br /&gt;
|formula = 1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Oxygen, 30 Carbon -&amp;gt; 90 Ethylredoxrazine&lt;br /&gt;
|effects = Neutralises alcohol in the blood stream. Though it is commonly needed, it is rarely requested. When combined with ethanol, it produces water. It also treats dizziness, sleepiness, and stuttering. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyperzine&lt;br /&gt;
|formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
'''OR''' 40 Sugar, 40 Phosphorous, 40 Sulphur -&amp;gt; 120 Hyperzine&lt;br /&gt;
|effects = A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing. Side effects include twitching, nervousness, and psychological addiction. Metabilizes at 0.03 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyronalin&lt;br /&gt;
|formula = 1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 60 Radium -&amp;gt; 120 Hyronalin&lt;br /&gt;
|effects = Basic treatment for radiation damage. Reduces radiation damage more slowly than Arithrazine, but without its painful side effects. Does nothing against toxic damage. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Imidazoline&lt;br /&gt;
|formula = 1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Carbon, 30 Hydrogen -&amp;gt; 60 Imidazoline&lt;br /&gt;
|effects = For treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Inaprovaline&lt;br /&gt;
|formula = 1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
'''OR''' 40 Oxygen, 40 Carbon, 40 Sugar -&amp;gt; 120 Inaprovaline&lt;br /&gt;
|effects = Inaprovaline is a cardiac and synaptic stimulant. Commonly used to stabilize patients - it stops the rate of decline in a patient's body if it has reached 0% or lower. Weak painkiller. Metabolizes at 0.1 units per tick. Overdose is 60 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Kelotane&lt;br /&gt;
|formula = 1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Leporazine&lt;br /&gt;
|formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon -&amp;gt; 60 Leporazine, 10 Phoron&lt;br /&gt;
|effects = Stabilizes a patient's body temperature. Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Myelamine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
'''OR''' 5 Oxygen, 5 Sugar, 20 Carbon, 30 Iron, 60 Spidertoxin, 30 Iron -&amp;gt; 60 Myelamine, 30 Spidertoxin&lt;br /&gt;
|effects = Used to rapidly clot internal hemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'. Or ask the miners for dead giant spiders; you can butcher them using a sharp object, or you can use a gibber to get extra meat.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Oxycodone&lt;br /&gt;
|formula = 1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units Phoron (Catalyst) -&amp;gt; 1 Part Oxycodone, 5 units Phoron&lt;br /&gt;
'''OR''' 5 Phoron, 5 Carbon, 5 Sugar, 5 Oxygen, 15 Nitrogen, 15 Water, 30 Ethanol, 30 Oxygen, 90 Ethanol -&amp;gt; 90 Oxycodone, 5 Phoron&lt;br /&gt;
|effects = An effective and very addictive opioid painkiller. Patients are slowed. Overdose is 20 units, causing hallucinations and disorientation.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paracetamol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Oxygen, 10 Sugar, 30 Nitrogen, 30 Water -&amp;gt; 60 Paracetamol&lt;br /&gt;
|effects = Most probably know this as Tylenol, but this chemical is a mild, simple painkiller. Overdose is 60 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Peridaxon&lt;br /&gt;
|formula = 2 parts Bicardine, 2 parts Clonexadone, 10 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon -&amp;gt; 16 Phoron, 60 Peridaxon&lt;br /&gt;
|effects = Used to encourage recovery of internal organs and nervous systems; will restore damage to internal organs, including mending ruptured lungs. (Results in two units instead of four.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Rezadone&lt;br /&gt;
|formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
'''OR''' 30 Carpotoxin, 10 Oxygen, 10 sugar, 10 potassium, 30 Copper -&amp;gt; 90 Rezadone&lt;br /&gt;
|effects = A powder derived from fish toxin, this substance can effectively treat genetic damage in humanoids without the use of cryo, though excessive consumption has side effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ryetalyn&lt;br /&gt;
|formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Nitrogen, 5 Potassium, 5 Silicon, 15 Radium, 30 Hydrogen, 60 Carbon -&amp;gt; 120 Ryetalyn&lt;br /&gt;
|effects = Repairs disabilities due to genetic damage. One unit is enough.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Spaceacillin&lt;br /&gt;
|formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Oxygen, 20 Potassium, 20 Sugar -&amp;gt; 120 Spaceacillin&lt;br /&gt;
|effects = A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Treats infections. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synaptizine&lt;br /&gt;
|formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
'''OR''' 40 Sugar, 40 Water, 40 Lithium -&amp;gt; 120 Synaptizine&lt;br /&gt;
|effects = Synaptizine is toxic, but treats hallucinations, drowsiness, paralysis, and stunned or weakened patients. It is metabolized very slowly. One unit is enough to treat hallucinations. Actively removes Mindbreaker Toxin from the patient's bloodstream.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Stimm&lt;br /&gt;
|formula = 1 part &amp;lt;u&amp;gt;Left 4 Zed&amp;lt;/u&amp;gt;. 1 part &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt; (Catalyst)&lt;br /&gt;
'''OR''' 60 Left 4 Zed, 60 Welding Fuel -&amp;gt; 120 Stimm&lt;br /&gt;
|effects = A homemade version of hyperzine. Gives the same speed boost as hyperzine, but causes brute damage to different limbs and, being technically a toxin, causes toxin damage over time. Overdose is 10.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tramadol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Sugar, 10 Oxygen, 30 Nitrogen, 30 Water, 30 Ethanol, 30 Oxygen -&amp;gt; 90 Tramadol, 30 Paracetamol&lt;br /&gt;
|effects = A simple, yet effective painkiller. Very effective for patients in shock. Overdoses at 30 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tricordrazine&lt;br /&gt;
|formula = 1 part Inaprovaline, 1 part Dylovene&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Nitrogen, 20 Potassium, 20 Silicon -&amp;gt; 120 Tricordrazine&lt;br /&gt;
|effects = Originally derived from Cordrazine; will heal all damage types. Often used in a wide range of applications. The healing effect is weak, but as with Dylovene, Overdose is 120 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Ammonia&lt;br /&gt;
||3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Biomass&lt;br /&gt;
|1 part Animal Protein, 1 part Phoron, 1 part Sugar&lt;br /&gt;
|-  &lt;br /&gt;
|Chloral Hydrate&lt;br /&gt;
||1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Coolant&lt;br /&gt;
||1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Soporific&lt;br /&gt;
||1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|-&lt;br /&gt;
|Cryptobiolin&lt;br /&gt;
||1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Diethylamine&lt;br /&gt;
||1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|-&lt;br /&gt;
|Virus Food&lt;br /&gt;
||1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
||1 part Uranium, 1 part Iron&lt;br /&gt;
|-&lt;br /&gt;
|Explosion&lt;br /&gt;
||1 part Potassium, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
||1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Foaming Agent&lt;br /&gt;
||1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Foam Surfactant&lt;br /&gt;
||2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|-&lt;br /&gt;
|Glycerol&lt;br /&gt;
||3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Impedrezene&lt;br /&gt;
||1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Lexorin&lt;br /&gt;
||1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Lipozine&lt;br /&gt;
||1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
||3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|-&lt;br /&gt;
|Luminol&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part Ammonia&lt;br /&gt;
|-&lt;br /&gt;
|Napalm&lt;br /&gt;
||1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|MindBreaker Toxin&lt;br /&gt;
||1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
||1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Crayon Dust)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Ghetto)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 5 parts (Coloring agent)&lt;br /&gt;
|-&lt;br /&gt;
|Plant-B-Gone&lt;br /&gt;
||1 part Polytrinic Acid, 4 parts Diethylamine.&lt;br /&gt;
|-&lt;br /&gt;
|Polytrinic Acid&lt;br /&gt;
||1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chloride&lt;br /&gt;
||1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chlorophoride&lt;br /&gt;
||1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|-&lt;br /&gt;
|Solid Phoron&lt;br /&gt;
||5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
|-&lt;br /&gt;
|Plastic&lt;br /&gt;
||10 polytrinic acid, 20 plasticide&lt;br /&gt;
|-&lt;br /&gt;
|Condensed Capsaicin&lt;br /&gt;
||2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Silicate&lt;br /&gt;
||1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Smoke&lt;br /&gt;
||1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|-&lt;br /&gt;
|Sodium Chloride&lt;br /&gt;
||1 part Chlorine, 1 part Sodium&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
||1 part Ammonia, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Space Drugs&lt;br /&gt;
||1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
||1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Sterilizine&lt;br /&gt;
||1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Synthmeat&lt;br /&gt;
||5 Blood, 5 Clonexadone&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
||1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Mutagen&lt;br /&gt;
||1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
||1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Powder&lt;br /&gt;
||5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Recipes===&lt;br /&gt;
&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;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ammonia&lt;br /&gt;
|formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen -&amp;gt; 60 Ammonia&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem|chemical=Biomass|effects=A slurry of biomatter used to refill the grower pod and bioprinter.|formula=1 part Animal Protein, 1 part Phoron, 1 part Sugar}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Chloral Hydrate&lt;br /&gt;
|formula = 1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
'''OR''' 100 Chlorine, 10 Ethanol, 10 Water, (Repeat last two steps two more times), -&amp;gt; 30 Chloral Hydrate, 10 Chlorine&lt;br /&gt;
|effects = A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Soporific&lt;br /&gt;
|formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
'''OR''' 60 Chlorine, 20 Ethanol, 20 Water, 80 Sugar -&amp;gt; 100 Soporific&lt;br /&gt;
|effects = A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryptobiolin&lt;br /&gt;
|formula = 1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 40 Potassium, 40 Oxygen, 40 Sugar -&amp;gt; 120 Cryptobiolin&lt;br /&gt;
|effects = Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Diethylamine&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Ethanol -&amp;gt; 120 Diethylamine&lt;br /&gt;
|effects = A very potent fertilizer.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Virus Food&lt;br /&gt;
|formula = 1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Milk, 40 Water, 40 Oxygen -&amp;gt; 120 Virus Food&lt;br /&gt;
|effects = Used in Virology as a growth medium. Available from a wall dispenser in Virology.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = EMP&lt;br /&gt;
|formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
'''OR''' 60 Uranium, 60 Iron, -&amp;gt; Big Boom&lt;br /&gt;
|effects = This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Explosion&lt;br /&gt;
|formula = 1 part Potassium, 1 part Water&lt;br /&gt;
'''OR''' 60 Potassium, 60 Water, -&amp;gt; Even Bigger Boom&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Flash Powder&lt;br /&gt;
|formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphur, 40 Aluminium, 40 Potassium -&amp;gt; Kinda Big But Also Really Shiny Boom&lt;br /&gt;
|effects = Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foaming Agent&lt;br /&gt;
|formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
'''OR''' 60 Lithium, 60 Hyrdogen, -&amp;gt; 60 Foaming Agent&lt;br /&gt;
|effects = Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foam Surfactant&lt;br /&gt;
|formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
'''OR''' 40 Fluorine, 40 Carbon, 20 Sulphuric Acid, -&amp;gt; 100 Fluorosurfactant (Foam Surfactant)&lt;br /&gt;
|effects = Creates a large cloud of foam when mixed with an equal amount of water.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Glycerol&lt;br /&gt;
|formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, -&amp;gt; 30 Glycerol&lt;br /&gt;
|effects = Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Impedrezene&lt;br /&gt;
|formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 30 Mercury, 30 Oxygen, 30 Sugar -&amp;gt; 60 Impedrezene&lt;br /&gt;
|effects = 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;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lexorin&lt;br /&gt;
|formula = 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 40 Phoron, 40 Nitrogen, 40 Hydrogen -&amp;gt; 120 Lexorin&lt;br /&gt;
|effects = Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lipozine&lt;br /&gt;
|formula = 1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
'''OR''' 20 Sodium, 20 Chlorine, 40 Ethanol, 40 Radium -&amp;gt; 120 Lipozine&lt;br /&gt;
|effects = Causes weight loss upon consumption (lowers satiation level).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Metal Foam&lt;br /&gt;
|formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
'''OR''' 5 part Sulphuric Acid, 5 part Chlorine, 5 part Potassium, 15 Lithium, 15 Hyrdogen, 90 Iron/Aluminium -&amp;gt; Lotsa Foam&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Napalm&lt;br /&gt;
|formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
'''or''' 40 Phoron, 40 Aluminium, 40 Sulphuric Acid -&amp;gt; BIG FIRE&lt;br /&gt;
|effects = Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = MindBreaker Toxin&lt;br /&gt;
|formula = 1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Hydrogen, 30 Silicon -&amp;gt; 90 Mindbreaker Toxin&lt;br /&gt;
|effects = A potent hallucinogenic compound. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Nitroglycerin&lt;br /&gt;
|formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, 30 Polytrinic Acid, 30 Sulphuric Acid -&amp;gt; INCREDIBLY LARGE BOOM&lt;br /&gt;
|effects = A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (Results in 2 units instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Crayon Dust)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 Crayon Dust, -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. Crayons can be ground for colorful dust. Replace crayon dust with aluminium for white paint. Remove paint with space cleaner.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Ghetto)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 5 parts (Coloring Agent)&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 (Coloring Agent), -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. The coloring agent can be milk, orange juice, tomato juice, lime juice, carrot juice, berry juice, grape juice, poison berry juice, watermelon juice, lemon juice, banana juice, potato juice, carbon, or aluminum.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plant-B-Gone&lt;br /&gt;
|formula = 1 part Polytrinic Acid, 4 parts Diethylamine&lt;br /&gt;
'''OR''' 96 Diethylamine, 24 Polytrinic Acid, -&amp;gt; 120 Plant-B-Gone&lt;br /&gt;
|effects = A potent herbicide which is useful to replace the limited supply the botanist starts with.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Polytrinic Acid&lt;br /&gt;
|formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphuric Acid, 40 Chlorine, 40 Potassium -&amp;gt; 120 Polytrinic Acid&lt;br /&gt;
|effects = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chloride&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
'''OR''' 30 Sodium, 30 Chlorine, 60 Potassium, -&amp;gt; 120 Potassium Chloride&lt;br /&gt;
|effects = A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chlorophoride&lt;br /&gt;
|formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
'''OR''' 50 Chlorine, 15 Ethanol, 15 Water, 5 Chlorine, 10 Sodium, 20 Potassium, 20 Phoron, -&amp;gt; 60 Potassium Chlorophoride, 25 Potassium Chloride, 5 Phoron&lt;br /&gt;
|effects = A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Solid Phoron&lt;br /&gt;
|formula = 5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
'''OR''' 80 Phoron, 20 Frost Oil, 20 Iron, -&amp;gt; 4 Phoron Crystals&lt;br /&gt;
|effects = Phoron solidification.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plastic&lt;br /&gt;
|formula = 10 polytrinic acid, 20 plasticide&lt;br /&gt;
'''OR''' 10 Sulphuric Acid, 10 Chlorine, 10 Potassium, 60 Plasticide, -&amp;gt; 3 Plastic Sheets&lt;br /&gt;
|effects = 1 sheet of plastic.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Condensed Capsaicin (Pepper Spray)&lt;br /&gt;
|formula = 2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
'''OR''' 5 Phoron, 30 Capsaicin(x4), -&amp;gt; 60 Condensed Capsaicin, 5 Phoron&lt;br /&gt;
|effects = Results in 1 unit of Condensed Capsaicin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Silicate&lt;br /&gt;
|formula = 1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Aluminum, 40 Silicon, 40 Oxygen -&amp;gt; 120 Silicate&lt;br /&gt;
|effects = Used to strengthen windows.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Smoke&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
'''OR''' 30 Potassium, 30 Sugar, 30 Phosphorous, 30 (Reagent of Your Choice), -&amp;gt; Smoke Cloud With Varying Properties&lt;br /&gt;
|effects = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sodium Chloride (Table Salt)&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
'''OR''' 60 Chlorine, 60 Sodium -&amp;gt; 120 Table Salt&lt;br /&gt;
|effects = Commonly known as salt, Sodium Chloride is often used to  season food.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Cleaner&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Water, -&amp;gt; 120 Space Cleaner&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Drugs&lt;br /&gt;
|formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
'''OR''' 40 Mercury, 40 Sugar, 40 Lithium -&amp;gt; 120 Space Drugs&lt;br /&gt;
|effects = An illegal compound which induces a number of effects such as loss of balance and hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Lube&lt;br /&gt;
|formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 30 Water, 30 Silicon, 30 Oxygen -&amp;gt; 120 Space Lube&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sterilizine&lt;br /&gt;
|formula = 1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Ethanol, 30 Chlorine, -&amp;gt; 90 Sterilizine&lt;br /&gt;
|effects = Sterilizes wounds in preparation for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synthmeat&lt;br /&gt;
|formula = 5 Blood, 5 Clonexadone&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 5 Blood -&amp;gt; 1 Slab of Synth Meat (+1 for every 5 blood added, up to 60 slabs)&lt;br /&gt;
|effects = A tasty alternative to actual meat, allegedly used for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Thermite&lt;br /&gt;
|formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Iron, 40 Aluminium, 40 Oxygen -&amp;gt; VERY HOT&lt;br /&gt;
|effects = A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unstable Mutagen&lt;br /&gt;
|formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
'''OR''' 40 Radium, 40 Phosphorus, 40 Chlorine -&amp;gt; 120 Unstable Mutagen&lt;br /&gt;
|effects = Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Water&lt;br /&gt;
|formula = 1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
'''OR''' Just dispense water from the chem dispenser like a sane human being.&lt;br /&gt;
|effects = It's water. Results in one unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Zombie Powder&lt;br /&gt;
|formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
'''OR''' 15 Chlorine, 5 Ethanol, 5 Water, 20 Sugar, 25 CarpoToxin, 25 Copper -&amp;gt; 10 Zombie Powder&lt;br /&gt;
|effects = Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BS12 specific recipes==&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Methylphenidate&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Hydrogen&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Hydrogen -&amp;gt; 60 Methylphenidate, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Helps you concentrate. Prescribed for ADHD and similar conditions. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Citalopram&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Carbon -&amp;gt; 60 Citalopram, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Mild antidepressant. Prescribed for depression and anxiety. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paroxetine&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 30 Inaprovaline(10 Oxygen, 10 Sugar, 10 Carbon In a Separate Beaker), 30 Oxygen, -&amp;gt; 90 Paroxetine, 15 Mindbreaker Toxin&lt;br /&gt;
|effects = Stronger antidepressant, with chance of hallucinations. Prescribed for severe depression.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vorestation specific recipes==&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sizeoxadone&lt;br /&gt;
|formula = 1 part Clonexadone, 3 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 1 part Phoron, 5 units Phoron (Catalyst) -&amp;gt; 5 parts Sizeoxadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 4 Oxygen, 2 Water, 2 Oxygen, 6 Sodium, 2 Carbon, 2 Sugar, 2 Oxygen, 6 Nitrogen, 6 Water, 12 Ethanol, 12 Oxygen -&amp;gt; 60 Sizeoxadone, 7.2 Phoron&lt;br /&gt;
|effects = Required ingredient for macrocillin, microcillin, and normalcillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Macrocillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Diethylamine -&amp;gt; 1 part Macrocillin&lt;br /&gt;
'''OR''' 30 Hydrogen, 10 Nitrogen, 30 Ethanol, 60 Sizeoxadone -&amp;gt; 3 Macrocillin&lt;br /&gt;
|effects = You grow!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Microcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Sodium Chloride -&amp;gt; 1 part Microcillin&lt;br /&gt;
'''OR''' 30 Chlorine, 30 Sodium, 60 Sizeoxadone, -&amp;gt; 3 Microcillin&lt;br /&gt;
|effects = You shrink!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Normalcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part leporazine -&amp;gt; 1 part Normalcillin&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon, 60 Sizeoxadone, -&amp;gt; 3 Normalcillin, 10 Phoron&lt;br /&gt;
|effects = You normalify!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Amorphorovir&lt;br /&gt;
|formula = 30 parts cryptobiolin, 30 part biomass, 20 parts hyperzine, 5 phoron (catalyst),  -&amp;gt; 1 Amorphorvir&lt;br /&gt;
|effects = is used to help change physical sex!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androrovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part bicardine, 20 parts iron, 20 parts ethanol,   -&amp;gt; 1 Androrovir&lt;br /&gt;
'''OR''' (for bootleg)  1 part Amorphorovir, 10 parts protein, 10 parts capsaicin.&lt;br /&gt;
|effects = will change physical sex to that of a male&lt;br /&gt;
}}&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = gynorovir&lt;br /&gt;
|formula = 1 part Amorphorovir, 20 part inaprovaline, 20 part silicon 20 part sugar  -&amp;gt; 1 Gynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part Amorphorovir, 10 parts soymilk, 10 parts sugar.&lt;br /&gt;
|effects = Will change your physical sex to that of a female!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androgynorovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part anti-toxin, 20 part fluorine, 20 part tungsten, -&amp;gt; 1 Androgynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part Amorphorovir, 10 parts cola, 10 parts berryjuice&lt;br /&gt;
|effects = WIll change your physical sex to be that of mixed.&lt;br /&gt;
}}&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ickypak&lt;br /&gt;
|formula = 1 parts surfactant, 4 parts hyperzine&lt;br /&gt;
'''OR''' 10 Fluorine, 10 Carbon, 5 Sulphuric Acid, 30 Sugar, 30 Phosphorous, 30 Sulphur -&amp;gt; 112.5 Ickypak, 2.5&lt;br /&gt;
|effects = Causes involuntary muscle contractions, expelling prey. Has painful side-effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unsorbitol&lt;br /&gt;
|formula = 2 parts lipozine, 3 parts unstable mutagen&lt;br /&gt;
'''OR''' 5 Sodium, 5 Chlorine, 10 Ethanol, 10 Radium, 30 Radium, 30 Phosphorus, 30 Chlorine, -&amp;gt; 75 Unsorbitol, 45 Unstable Mutagen&lt;br /&gt;
|effects = Causes absorbed prey to be released into a belly. Has extreme side-effects. Consider patient restraints.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Jelly&lt;br /&gt;
|formula = 50 parts Sugar, 50 Parts Lithium, 20 parts Phoron -&amp;gt; 5 parts Slime Jelly&lt;br /&gt;
|effects = Toxic, has the potential to poison you to Hell and back. You’ll be needing this for the more fun reactions.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Healing Reaction&lt;br /&gt;
|formula = 10 Bicaridine, 10 Inaprovaline, 10 Kelotane, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = A healing grenade that actually works, or just an instant heal in a bottle. Instantly heals 25 of the following: Brute, Burn, Toxins, Oxy, Brain Damage and Genetic Damage on everyone and everything on the screen. Even works on corpses.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Freezing Reaction&lt;br /&gt;
|formula = 10 Coolant, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = Lowers the temperature of the affected area. Might also be screen-wide. If you spam this, you can cool someone down enough to use cryo-chems without putting them in a cell.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Frost Oil Production&lt;br /&gt;
|formula = 5 Water, 5 Coolant, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = Produces Frost Oil in 10 unit amounts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Instant Fire&lt;br /&gt;
|formula = 30 Potassium, 30 Slime Jelly, 60 Phoron&lt;br /&gt;
|effects = Spawns in a fire, random size, random spread. Has a chance to fizz and not do anything. If you’re looking for destruction, you’re better off using napalm.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Glowstick&lt;br /&gt;
|formula = 10 Water, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = It’s a glowstick/flashlight! Bioluminescence FTW.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Create Phoron&lt;br /&gt;
|formula = 20 Uranium, 20 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Use phoron and slime jelly, and uranium, to make 10 pieces of phoron! &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Make Food&lt;br /&gt;
|formula = 20 Nutriment, 5 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = All sorts of food will spawn when this reaction is done.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Gatchazine&lt;br /&gt;
|formula = 20 Aluminum, 40 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Random material spawns, anything from cardboard to diamond.&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. Here's some particularly noteworthy examples;&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Numbing Enzyme&lt;br /&gt;
|formula = N/A&lt;br /&gt;
|effects = Delivered in small doses by the Numbing Bite perk and Numbing belly addon. Extremely strong painkiller on par with Oxycodone, but incurs even more slowdown than Oxycodone. Overdose causes confusion, paralysis, hallucinations, jittering, stuttering, and mild hypoxia.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=628</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Guide_to_Chemistry&amp;diff=628"/>
		<updated>2021-06-25T13:24:49Z</updated>

		<summary type="html">&lt;p&gt;Izac112: Updates with some new recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chemicals==&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, 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#FFFFFF;&amp;quot; width=&amp;quot;300px&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
! style=&amp;quot;background-color:#B452CD;&amp;quot; width=&amp;quot;100px&amp;quot; |Row 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Alumnium'''||'''Carbon'''||'''Chlorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Copper'''||'''Ethanol'''||'''Fluorine'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hydrogen'''||'''Iron'''||'''Lithium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mercury'''||'''Nitrogen'''||'''Oxygen'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Phosphorus'''||'''Potassium'''||'''Radium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sulph. acid'''||'''Silicon'''||'''Sodium'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sugar'''||'''Sulfur'''||'''Tungsten'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.&lt;br /&gt;
&lt;br /&gt;
Pharmaceutical chemicals can usually be identified by a light pink-ish color.&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
&lt;br /&gt;
Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Adranol&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;SweatMAX vendors, goats, cows, or kitchen supplies&amp;quot; style=&amp;quot;text-decoration:underline&amp;amp;quot;&amp;quot;&amp;gt;Milk&amp;lt;/span&amp;gt;, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
|-&lt;br /&gt;
|Alkysine&lt;br /&gt;
||1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Alkysine&lt;br /&gt;
|-&lt;br /&gt;
|Arithrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
|-&lt;br /&gt;
|Bicaridine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
|-&lt;br /&gt;
|Calcium Carbonate&lt;br /&gt;
||3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
|-&lt;br /&gt;
|Carthatoline&lt;br /&gt;
||0.1 part &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 2 parts Carbon -&amp;gt; 2 parts Carthatoline&lt;br /&gt;
|-&lt;br /&gt;
|Clonexadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Corophizine&lt;br /&gt;
||1 part ,u&amp;gt;Spaceacillin, 1 part Carbon, 0.1 part &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Phoron&amp;lt;/u&amp;gt; (catalyst) -&amp;gt; 2 parts Corophizine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Cryoxadone&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
|-&lt;br /&gt;
|Dermaline&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Silicon, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin Plus&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
|-&lt;br /&gt;
|Dylovene&lt;br /&gt;
||1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 parts Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Ethylredoxrazine&lt;br /&gt;
||1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
|-&lt;br /&gt;
|Hyperzine&lt;br /&gt;
||1 part Sugar, 1 part Phosphorous, 1 part Sulphur -&amp;gt; 3 parts Hyperzine&lt;br /&gt;
|-&lt;br /&gt;
|Hyronalin&lt;br /&gt;
||1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
|-&lt;br /&gt;
|Imidazoline&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
|-&lt;br /&gt;
|Inaprovaline&lt;br /&gt;
||1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
|-&lt;br /&gt;
|Kelotane&lt;br /&gt;
||1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
|-&lt;br /&gt;
|Leporazine&lt;br /&gt;
||1 part Silicon, 1 part Copper, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Myelamine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
|-&lt;br /&gt;
|Oxycodone&lt;br /&gt;
||1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (Catalyst) -&amp;gt; 1 part Oxycodone, 5 units Phoron&lt;br /&gt;
|-&lt;br /&gt;
|Osteodaxon&lt;br /&gt;
||20 Phoron, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon, 30 Carpotoxin&lt;br /&gt;
|-&lt;br /&gt;
|Paracetamol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||2 parts &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 2 parts Clonexadone, 10 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Rezadone&lt;br /&gt;
||1 part CarpoToxin, 1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part Copper&lt;br /&gt;
|-&lt;br /&gt;
|Ryetalyn&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Hyronalin, 1 part Hydrogen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Arithrazine&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Ryetalyn&lt;br /&gt;
|-&lt;br /&gt;
|Spaceacillin&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Potassium, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryptobiolin&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Spaceacillin&lt;br /&gt;
|-&lt;br /&gt;
|Stimm&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;NutriMax vendors or biogenerators&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Left 4 Zed&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Welding Fuel tanks&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Welding Fuel&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Stimm, 5 units Welding Fuel&lt;br /&gt;
|-&lt;br /&gt;
|Synaptizine&lt;br /&gt;
||1 part Lithium, 1 part Sugar, 1 part Water -&amp;gt; 3 parts Synaptizine&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
|-&lt;br /&gt;
|Tricordrazine&lt;br /&gt;
||1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Dylovene&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
&lt;br /&gt;
The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance. Formulas are formatted to be &amp;quot;mechanical recipe (how the game calculates it) '''OR''' practical recipe (how to make a bottle or two's worth using only a single beaker)&amp;quot;. Underlined ingredients are not in the dispenser; mouse-over to see how to acquire that chemical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Adranol&lt;br /&gt;
|formula = 2 parts Milk, 1 part Hydrogen, 1 part Potassium -&amp;gt; 3 parts Adranol&lt;br /&gt;
'''OR''' 60 Milk, 30 Hydrogen, 30 Potassium -&amp;gt; 90 Adranol&lt;br /&gt;
|effects = Fixes blurred vision, confusion and is the only chem to actually fix the jitters, with the exception of Impedrezene. Use this for resleeved patients, as well as patients being given Peridaxon or Oxycodone.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Alkysine&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Nitrogen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 part Alkysine&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 30 Chlorine, 30 Nitrogen -&amp;gt; 60 Alkysine, 30 Dylovene&lt;br /&gt;
|effects = Used for treating brain damage. Slighly lessens the pain. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Arithrazine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Radium, 1 part Dylovene&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Hyronalin&amp;lt;/span&amp;gt;, 1 part Hydrogen -&amp;gt; 2 parts Arithrazine&lt;br /&gt;
'''OR''' 10 Nitrogen, 10 Potassium, 10 Silicon, 30 Radium, 60 Hydrogen -&amp;gt; 120 Arithrazine&lt;br /&gt;
|effects = A very unstable medication used to treat the most extreme cases of radiation poisoning. It works faster than Hyronalin, but will cause some brute damage to the patient (including to the patient's cybernetic limbs). Such damage is very mild at low doses and easily treated at higher doses. It can also treat toxic damage, but not as effective as Dylovene. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Bicaridine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 2 parts Bicaridine&lt;br /&gt;
'''OR''' 20 oxygen, 20 sugar, 80 carbon -&amp;gt; 120u bicard&lt;br /&gt;
|effects = An analgesic which is highly effective at treating brute damage. It is useful for stabilizing people who have been severely beaten, as well as treating less life-threatening injuries. A (poisonous) overdose will gradually slow internal bleeding. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Calcium Carbonate&lt;br /&gt;
|formula = 3 parts Oxygen, 1 part Calcium, 1 part Carbon -&amp;gt; 2 parts Calcium Carbonate&lt;br /&gt;
'''OR''' 60 Oxygen, 20 Calcium, 20 Carbon -&amp;gt; 40 Calcium Carbonate&lt;br /&gt;
|effects = Calcium Carbonate is a calcium salt commonly used as an antacid. Injected, causes toxin damage, ingested, prevents vomiting.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Carthatoline&lt;br /&gt;
|formula = 0.1 part Phoron, 1 part Dylovene, 2 parts Carbon -&amp;gt; 2 parts Carthatoline &lt;br /&gt;
'''OR''' 20 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon -&amp;gt; 60 Carthatoline, 17 Phoron&lt;br /&gt;
|effects = A strong evacuant used to treat severe poisoning. Heals toxins more quickly than dylovene, and can repair liver damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryoxadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Water, 1 part Oxygen -&amp;gt; 3 parts Cryoxadone&lt;br /&gt;
'''OR''' 10 Phoron, 40 Oxygen, 20 Water, 20 Oxygen, -&amp;gt; 60 Cryoxadone, 8 Phoron&lt;br /&gt;
|effects = Required for the proper function of cryogenics. It heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Heals clone damage slowly, such as caused by cloning or [[Slime]]s. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Corophizine&lt;br /&gt;
|formula = 1 part Spaceacillin, 1 part Carbon, 0.1 part Phoron (used), 5 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 5 Carbon, 5 Oxygen, 5 Sugar, 5 Oxygen, 5 Potassium, 5 Sugar, 30 Carbon, 3+5 Phoron -&amp;gt; 30 Corophizine&lt;br /&gt;
|effects = A wide-spectrum antibiotic, it can treat bacterial infections (but not viruses) better than Spaceacillin. Side-effects include: hallucinations, shortness of breath, fainting, spontaneous tendon rupture. For professional care use only.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Clonexadone&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Dexalin, 1 part Water, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Cryoxadone&amp;lt;/span&amp;gt;, 1 part Sodium, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 5 units &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 2 parts Clonexadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium -&amp;gt; 60 Clonexadone, 16 Phoron&lt;br /&gt;
|effects = Heals standard damage the same as Cryoxadone. This chemical reforms clones much faster then Cryoxadone. This includes damage done by [[Slime]]s. Best used in cryo cells. Only works in temperatures under 170K (usually this means cryo cells). The lower the temperature, the better it works.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dermaline&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Kelotane&amp;lt;/span&amp;gt;, 1 part Oxygen, 1 part Phosphorus -&amp;gt; 3 parts Dermaline&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Used for treating burns. Works faster than Kelotane, but can be used simultaneously with it, to increase the effect.. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin&lt;br /&gt;
|formula = 2 part Oxygen, 0.1 parts &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt;, 1 unit &amp;lt;span title=&amp;quot;Grind solid phoron&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Phoron&amp;lt;/span&amp;gt; (catalyst) -&amp;gt; 1 part Dexalin, 1 unit Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 120 Oxygen -&amp;gt; 60 Dexalin, 14 Phoron&lt;br /&gt;
|effects = Used for treating oxygen deprivation; slowly heals suffocation damage. In most cases where it is likely to be needed, the strength of Dexalin Plus will probably be more useful. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dexalin Plus&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;2 part Oxygen, 0.1 parts Phoron, 1 unit Phoron (catalyst)&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dexalin&amp;lt;/span&amp;gt;, 1 part Carbon, 1 part Iron -&amp;gt; 3 parts Dexalin Plus&lt;br /&gt;
'''OR''' 4 phoron, 80 oxygen, 40 carbon, 40 iron -&amp;gt; 120u dexalin plus&lt;br /&gt;
|effects = Used in treatment of extreme cases of oxygen deprivation. It immediately counters all oxygen loss and is useful to keep lung injury patients stable during surgery. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Dylovene&lt;br /&gt;
|formula = 1 part Silicon, 1 part Nitrogen, 1 part Potassium -&amp;gt; 3 part Dylovene&lt;br /&gt;
'''OR''' 40 Silicon, 40 Nitrogen, 40 Potassium -&amp;gt; 120 Dylovene&lt;br /&gt;
|effects = A broad-spectrum anti-toxin. Heals toxin damage; will also shorten the durations of drug-related hallucinations and sleepiness, and remove toxic substances in the blood. Metabolizes at 0.2 units per tick. Does not overdose.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ethylredoxrazine&lt;br /&gt;
|formula = 1 part Oxygen, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt;, 1 part Carbon -&amp;gt; 3 parts Ethylredoxrazine&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Oxygen, 30 Carbon -&amp;gt; 90 Ethylredoxrazine&lt;br /&gt;
|effects = Neutralises alcohol in the blood stream. Though it is commonly needed, it is rarely requested. When combined with ethanol, it produces water. It also treats dizziness, sleepiness, and stuttering. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyperzine&lt;br /&gt;
|formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
'''OR''' 40 Sugar, 40 Phosphorous, 40 Sulphur -&amp;gt; 120 Hyperzine&lt;br /&gt;
|effects = A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing. Side effects include twitching, nervousness, and psychological addiction. Metabilizes at 0.03 units per tick. Overdose is 15 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Hyronalin&lt;br /&gt;
|formula = 1 part Radium, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Hyronalin&lt;br /&gt;
'''OR''' 20 Nitrogen, 20 Potassium, 20 Silicon, 60 Radium -&amp;gt; 120 Hyronalin&lt;br /&gt;
|effects = Basic treatment for radiation damage. Reduces radiation damage more slowly than Arithrazine, but without its painful side effects. Does nothing against toxic damage. Metabolizes at 0.05 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Imidazoline&lt;br /&gt;
|formula = 1 part Hydrogen, 1 part Carbon, 1 part &amp;lt;span title=&amp;quot;1 part Nitrogen, 1 part Potassium, 1 part Silicon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Dylovene&amp;lt;/span&amp;gt; -&amp;gt; 2 parts Imidazoline&lt;br /&gt;
'''OR''' 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Carbon, 30 Hydrogen -&amp;gt; 60 Imidazoline&lt;br /&gt;
|effects = For treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Inaprovaline&lt;br /&gt;
|formula = 1 part Oxygen, 1 part Carbon, 1 part Sugar -&amp;gt; 3 parts Inaprovaline&lt;br /&gt;
'''OR''' 40 Oxygen, 40 Carbon, 40 Sugar -&amp;gt; 120 Inaprovaline&lt;br /&gt;
|effects = Inaprovaline is a cardiac and synaptic stimulant. Commonly used to stabilize patients - it stops the rate of decline in a patient's body if it has reached 0% or lower. Weak painkiller. Metabolizes at 0.1 units per tick. Overdose is 60 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Kelotane&lt;br /&gt;
|formula = 1 part Silicon, 1 part Carbon -&amp;gt; 2 parts Kelotane&lt;br /&gt;
'''OR''' 40 Carbon, 40 Silicon, 20 Oxygen, 20 Phosphorous -&amp;gt; 60 Dermaline, 60 Kelotane&lt;br /&gt;
|effects = Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Leporazine&lt;br /&gt;
|formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst) -&amp;gt; 2 parts Leporazine, 5 units Phoron&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon -&amp;gt; 60 Leporazine, 10 Phoron&lt;br /&gt;
|effects = Stabilizes a patient's body temperature. Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Metabolizes at 0.2 units per tick. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Myelamine&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Carbon&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 1 part &amp;lt;span title=&amp;quot;Grind giant spider meat&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Spidertoxin&amp;lt;/span&amp;gt;, 2 parts Iron -&amp;gt; 2 parts Myelamine&lt;br /&gt;
'''OR''' 5 Oxygen, 5 Sugar, 20 Carbon, 30 Iron, 60 Spidertoxin, 30 Iron -&amp;gt; 60 Myelamine, 30 Spidertoxin&lt;br /&gt;
|effects = Used to rapidly clot internal hemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'. Or ask the miners for dead giant spiders; you can butcher them using a sharp object, or you can use a gibber to get extra meat.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Oxycodone&lt;br /&gt;
|formula = 1 part Ethanol, 1 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 5 units Phoron (Catalyst) -&amp;gt; 1 Part Oxycodone, 5 units Phoron&lt;br /&gt;
'''OR''' 5 Phoron, 5 Carbon, 5 Sugar, 5 Oxygen, 15 Nitrogen, 15 Water, 30 Ethanol, 30 Oxygen, 90 Ethanol -&amp;gt; 90 Oxycodone, 5 Phoron&lt;br /&gt;
|effects = An effective and very addictive opioid painkiller. Patients are slowed. Overdose is 20 units, causing hallucinations and disorientation.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paracetamol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Carbon, 1 part Oxygen, 1 part Sugar&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Inaprovaline&amp;lt;/span&amp;gt;, 1 part Nitrogen, 1 part Water -&amp;gt; 2 parts Paracetamol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Oxygen, 10 Sugar, 30 Nitrogen, 30 Water -&amp;gt; 60 Paracetamol&lt;br /&gt;
|effects = Most probably know this as Tylenol, but this chemical is a mild, simple painkiller. Overdose is 60 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Peridaxon&lt;br /&gt;
|formula = 2 parts Bicardine, 2 parts Clonexadone, 10 units Phoron (catalyst)&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon -&amp;gt; 16 Phoron, 60 Peridaxon&lt;br /&gt;
|effects = Used to encourage recovery of internal organs and nervous systems; will restore damage to internal organs, including mending ruptured lungs. (Results in two units instead of four.)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Rezadone&lt;br /&gt;
|formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
'''OR''' 30 Carpotoxin, 10 Oxygen, 10 sugar, 10 potassium, 30 Copper -&amp;gt; 90 Rezadone&lt;br /&gt;
|effects = A powder derived from fish toxin, this substance can effectively treat genetic damage in humanoids without the use of cryo, though excessive consumption has side effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ryetalyn&lt;br /&gt;
|formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Nitrogen, 5 Potassium, 5 Silicon, 15 Radium, 30 Hydrogen, 60 Carbon -&amp;gt; 120 Ryetalyn&lt;br /&gt;
|effects = Repairs disabilities due to genetic damage. One unit is enough.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Spaceacillin&lt;br /&gt;
|formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Oxygen, 20 Potassium, 20 Sugar -&amp;gt; 120 Spaceacillin&lt;br /&gt;
|effects = A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Treats infections. Overdose is 30 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synaptizine&lt;br /&gt;
|formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
'''OR''' 40 Sugar, 40 Water, 40 Lithium -&amp;gt; 120 Synaptizine&lt;br /&gt;
|effects = Synaptizine is toxic, but treats hallucinations, drowsiness, paralysis, and stunned or weakened patients. It is metabolized very slowly. One unit is enough to treat hallucinations. Actively removes Mindbreaker Toxin from the patient's bloodstream.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Stimm&lt;br /&gt;
|formula = 1 part &amp;lt;u&amp;gt;Left 4 Zed&amp;lt;/u&amp;gt;. 1 part &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt;, 5 units &amp;lt;u&amp;gt;Welding Fuel&amp;lt;/u&amp;gt; (Catalyst)&lt;br /&gt;
'''OR''' 60 Left 4 Zed, 60 Welding Fuel -&amp;gt; 120 Stimm&lt;br /&gt;
|effects = A homemade version of hyperzine. Gives the same speed boost as hyperzine, but causes brute damage to different limbs and, being technically a toxin, causes toxin damage over time. Overdose is 10.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tramadol&lt;br /&gt;
|formula = 1 part &amp;lt;span title=&amp;quot;1 part Inaprovaline, 1 part Nitrogen, 1 part Water&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Paracetamol&amp;lt;/span&amp;gt;, 1 part Ethanol, 1 part Oxygen -&amp;gt; 3 parts Tramadol&lt;br /&gt;
'''OR''' 10 Carbon, 10 Sugar, 10 Oxygen, 30 Nitrogen, 30 Water, 30 Ethanol, 30 Oxygen -&amp;gt; 90 Tramadol, 30 Paracetamol&lt;br /&gt;
|effects = A simple, yet effective painkiller. Very effective for patients in shock. Overdoses at 30 units, causing hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Tricordrazine&lt;br /&gt;
|formula = 1 part Inaprovaline, 1 part Dylovene&lt;br /&gt;
'''OR''' 20 Carbon, 20 Oxygen, 20 Sugar, 20 Nitrogen, 20 Potassium, 20 Silicon -&amp;gt; 120 Tricordrazine&lt;br /&gt;
|effects = Originally derived from Cordrazine; will heal all damage types. Often used in a wide range of applications. The healing effect is weak, but as with Dylovene, Overdose is 120 units.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quick Reference===&lt;br /&gt;
Quick Reference Sheet - Use only if you know what these do!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chemical!!Formula&lt;br /&gt;
|-&lt;br /&gt;
|Ammonia&lt;br /&gt;
||3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Biomass&lt;br /&gt;
|1 part Animal Protein, 1 part Phoron, 1 part Sugar&lt;br /&gt;
|-  &lt;br /&gt;
|Chloral Hydrate&lt;br /&gt;
||1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Coolant&lt;br /&gt;
||1 part Tungsten, 1 part Oxygen, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Soporific&lt;br /&gt;
||1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|-&lt;br /&gt;
|Cryptobiolin&lt;br /&gt;
||1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Diethylamine&lt;br /&gt;
||1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|-&lt;br /&gt;
|Virus Food&lt;br /&gt;
||1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
||1 part Uranium, 1 part Iron&lt;br /&gt;
|-&lt;br /&gt;
|Explosion&lt;br /&gt;
||1 part Potassium, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
||1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Foaming Agent&lt;br /&gt;
||1 part Lithium, 1 part Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Foam Surfactant&lt;br /&gt;
||2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
|-&lt;br /&gt;
|Glycerol&lt;br /&gt;
||3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Impedrezene&lt;br /&gt;
||1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
|-&lt;br /&gt;
|Lexorin&lt;br /&gt;
||1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
|-&lt;br /&gt;
|Lipozine&lt;br /&gt;
||1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
||3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|-&lt;br /&gt;
|Luminol&lt;br /&gt;
||1 part Hydrogen, 1 part Carbon, 1 part Ammonia&lt;br /&gt;
|-&lt;br /&gt;
|Napalm&lt;br /&gt;
||1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|MindBreaker Toxin&lt;br /&gt;
||1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
||1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Crayon Dust)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
|-&lt;br /&gt;
|Paint (Ghetto)&lt;br /&gt;
||1 part Plasticide, 3 parts Water, 5 parts (Coloring agent)&lt;br /&gt;
|-&lt;br /&gt;
|Plant-B-Gone&lt;br /&gt;
||1 part Polytrinic Acid, 4 parts Diethylamine.&lt;br /&gt;
|-&lt;br /&gt;
|Polytrinic Acid&lt;br /&gt;
||1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chloride&lt;br /&gt;
||1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|-&lt;br /&gt;
|Potassium Chlorophoride&lt;br /&gt;
||1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|-&lt;br /&gt;
|Solid Phoron&lt;br /&gt;
||5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
|-&lt;br /&gt;
|Plastic&lt;br /&gt;
||10 polytrinic acid, 20 plasticide&lt;br /&gt;
|-&lt;br /&gt;
|Condensed Capsaicin&lt;br /&gt;
||2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|Silicate&lt;br /&gt;
||1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Smoke&lt;br /&gt;
||1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|-&lt;br /&gt;
|Sodium Chloride&lt;br /&gt;
||1 part Chlorine, 1 part Sodium&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
||1 part Ammonia, 1 part Water&lt;br /&gt;
|-&lt;br /&gt;
|Space Drugs&lt;br /&gt;
||1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
||1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Sterilizine&lt;br /&gt;
||1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Synthmeat&lt;br /&gt;
||5 Blood, 5 Clonexadone&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
||1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Mutagen&lt;br /&gt;
||1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
||1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Powder&lt;br /&gt;
||5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Recipes===&lt;br /&gt;
&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;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ammonia&lt;br /&gt;
|formula = 3 parts Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen -&amp;gt; 60 Ammonia&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem|chemical=Biomass|effects=A slurry of biomatter used to refill the grower pod and bioprinter.|formula=1 part Animal Protein, 1 part Phoron, 1 part Sugar}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Chloral Hydrate&lt;br /&gt;
|formula = 1 part Ethanol, 3 parts Chlorine, 1 part Water&lt;br /&gt;
'''OR''' 100 Chlorine, 10 Ethanol, 10 Water, (Repeat last two steps two more times), -&amp;gt; 30 Chloral Hydrate, 10 Chlorine&lt;br /&gt;
|effects = A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Soporific&lt;br /&gt;
|formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
'''OR''' 60 Chlorine, 20 Ethanol, 20 Water, 80 Sugar -&amp;gt; 100 Soporific&lt;br /&gt;
|effects = A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Cryptobiolin&lt;br /&gt;
|formula = 1 part Potassium, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 40 Potassium, 40 Oxygen, 40 Sugar -&amp;gt; 120 Cryptobiolin&lt;br /&gt;
|effects = Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Diethylamine&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Ethanol -&amp;gt; 120 Diethylamine&lt;br /&gt;
|effects = A very potent fertilizer.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Virus Food&lt;br /&gt;
|formula = 1 part Milk, 1 part Water, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Milk, 40 Water, 40 Oxygen -&amp;gt; 120 Virus Food&lt;br /&gt;
|effects = Used in Virology as a growth medium. Available from a wall dispenser in Virology.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = EMP&lt;br /&gt;
|formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
'''OR''' 60 Uranium, 60 Iron, -&amp;gt; Big Boom&lt;br /&gt;
|effects = This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Explosion&lt;br /&gt;
|formula = 1 part Potassium, 1 part Water&lt;br /&gt;
'''OR''' 60 Potassium, 60 Water, -&amp;gt; Even Bigger Boom&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Flash Powder&lt;br /&gt;
|formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphur, 40 Aluminium, 40 Potassium -&amp;gt; Kinda Big But Also Really Shiny Boom&lt;br /&gt;
|effects = Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foaming Agent&lt;br /&gt;
|formula = 1 part Lithium, 1 part Hydrogen&lt;br /&gt;
'''OR''' 60 Lithium, 60 Hyrdogen, -&amp;gt; 60 Foaming Agent&lt;br /&gt;
|effects = Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Foam Surfactant&lt;br /&gt;
|formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.&lt;br /&gt;
'''OR''' 40 Fluorine, 40 Carbon, 20 Sulphuric Acid, -&amp;gt; 100 Fluorosurfactant (Foam Surfactant)&lt;br /&gt;
|effects = Creates a large cloud of foam when mixed with an equal amount of water.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Glycerol&lt;br /&gt;
|formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, -&amp;gt; 30 Glycerol&lt;br /&gt;
|effects = Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Impedrezene&lt;br /&gt;
|formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar&lt;br /&gt;
'''OR''' 30 Mercury, 30 Oxygen, 30 Sugar -&amp;gt; 60 Impedrezene&lt;br /&gt;
|effects = 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;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lexorin&lt;br /&gt;
|formula = 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen&lt;br /&gt;
'''OR''' 40 Phoron, 40 Nitrogen, 40 Hydrogen -&amp;gt; 120 Lexorin&lt;br /&gt;
|effects = Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Lipozine&lt;br /&gt;
|formula = 1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
'''OR''' 20 Sodium, 20 Chlorine, 40 Ethanol, 40 Radium -&amp;gt; 120 Lipozine&lt;br /&gt;
|effects = Causes weight loss upon consumption (lowers satiation level).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Metal Foam&lt;br /&gt;
|formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
'''OR''' 5 part Sulphuric Acid, 5 part Chlorine, 5 part Potassium, 15 Lithium, 15 Hyrdogen, 90 Iron/Aluminium -&amp;gt; Lotsa Foam&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Napalm&lt;br /&gt;
|formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
'''or''' 40 Phoron, 40 Aluminium, 40 Sulphuric Acid -&amp;gt; BIG FIRE&lt;br /&gt;
|effects = Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = MindBreaker Toxin&lt;br /&gt;
|formula = 1 part Silicon, 1 part Hydrogen, 1 part Dylovene&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Hydrogen, 30 Silicon -&amp;gt; 90 Mindbreaker Toxin&lt;br /&gt;
|effects = A potent hallucinogenic compound. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Nitroglycerin&lt;br /&gt;
|formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, 30 Polytrinic Acid, 30 Sulphuric Acid -&amp;gt; INCREDIBLY LARGE BOOM&lt;br /&gt;
|effects = A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (Results in 2 units instead of 3).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Crayon Dust)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 1 part Crayon Dust&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 Crayon Dust, -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. Crayons can be ground for colorful dust. Replace crayon dust with aluminium for white paint. Remove paint with space cleaner.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paint (Ghetto)&lt;br /&gt;
|formula = 1 part Plasticide, 3 parts Water, 5 parts (Coloring Agent)&lt;br /&gt;
'''OR''' 90 Water, 15 Plasticide, 15 (Coloring Agent), -&amp;gt; 120 Paint&lt;br /&gt;
|effects = 5 units of Paint. The coloring agent can be milk, orange juice, tomato juice, lime juice, carrot juice, berry juice, grape juice, poison berry juice, watermelon juice, lemon juice, banana juice, potato juice, carbon, or aluminum.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plant-B-Gone&lt;br /&gt;
|formula = 1 part Polytrinic Acid, 4 parts Diethylamine&lt;br /&gt;
'''OR''' 96 Diethylamine, 24 Polytrinic Acid, -&amp;gt; 120 Plant-B-Gone&lt;br /&gt;
|effects = A potent herbicide which is useful to replace the limited supply the botanist starts with.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Polytrinic Acid&lt;br /&gt;
|formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium&lt;br /&gt;
'''OR''' 40 Sulphuric Acid, 40 Chlorine, 40 Potassium -&amp;gt; 120 Polytrinic Acid&lt;br /&gt;
|effects = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chloride&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
'''OR''' 30 Sodium, 30 Chlorine, 60 Potassium, -&amp;gt; 120 Potassium Chloride&lt;br /&gt;
|effects = A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Potassium Chlorophoride&lt;br /&gt;
|formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
'''OR''' 50 Chlorine, 15 Ethanol, 15 Water, 5 Chlorine, 10 Sodium, 20 Potassium, 20 Phoron, -&amp;gt; 60 Potassium Chlorophoride, 25 Potassium Chloride, 5 Phoron&lt;br /&gt;
|effects = A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Solid Phoron&lt;br /&gt;
|formula = 5 iron, 5 frost oil, 20 phoron&lt;br /&gt;
'''OR''' 80 Phoron, 20 Frost Oil, 20 Iron, -&amp;gt; 4 Phoron Crystals&lt;br /&gt;
|effects = Phoron solidification.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Plastic&lt;br /&gt;
|formula = 10 polytrinic acid, 20 plasticide&lt;br /&gt;
'''OR''' 10 Sulphuric Acid, 10 Chlorine, 10 Potassium, 60 Plasticide, -&amp;gt; 3 Plastic Sheets&lt;br /&gt;
|effects = 1 sheet of plastic.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Condensed Capsaicin (Pepper Spray)&lt;br /&gt;
|formula = 2 Capsaicin, 5 Phoron (Catalyst)&lt;br /&gt;
'''OR''' 5 Phoron, 30 Capsaicin(x4), -&amp;gt; 60 Condensed Capsaicin, 5 Phoron&lt;br /&gt;
|effects = Results in 1 unit of Condensed Capsaicin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Silicate&lt;br /&gt;
|formula = 1 part Aluminum, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Aluminum, 40 Silicon, 40 Oxygen -&amp;gt; 120 Silicate&lt;br /&gt;
|effects = Used to strengthen windows.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Smoke&lt;br /&gt;
|formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
'''OR''' 30 Potassium, 30 Sugar, 30 Phosphorous, 30 (Reagent of Your Choice), -&amp;gt; Smoke Cloud With Varying Properties&lt;br /&gt;
|effects = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sodium Chloride (Table Salt)&lt;br /&gt;
|formula = 1 part Chlorine, 1 part Sodium&lt;br /&gt;
'''OR''' 60 Chlorine, 60 Sodium -&amp;gt; 120 Table Salt&lt;br /&gt;
|effects = Commonly known as salt, Sodium Chloride is often used to  season food.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Cleaner&lt;br /&gt;
|formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Water, -&amp;gt; 120 Space Cleaner&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Drugs&lt;br /&gt;
|formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
'''OR''' 40 Mercury, 40 Sugar, 40 Lithium -&amp;gt; 120 Space Drugs&lt;br /&gt;
|effects = An illegal compound which induces a number of effects such as loss of balance and hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Space Lube&lt;br /&gt;
|formula = 1 part Water, 1 part Silicon, 1 part Oxygen&lt;br /&gt;
'''OR''' 30 Water, 30 Silicon, 30 Oxygen -&amp;gt; 120 Space Lube&lt;br /&gt;
|effects = 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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sterilizine&lt;br /&gt;
|formula = 1 part Ethanol, 1 part Dylovene, 1 part Chlorine&lt;br /&gt;
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Ethanol, 30 Chlorine, -&amp;gt; 90 Sterilizine&lt;br /&gt;
|effects = Sterilizes wounds in preparation for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Synthmeat&lt;br /&gt;
|formula = 5 Blood, 5 Clonexadone&lt;br /&gt;
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 5 Blood -&amp;gt; 1 Slab of Synth Meat (+1 for every 5 blood added, up to 60 slabs)&lt;br /&gt;
|effects = A tasty alternative to actual meat, allegedly used for surgery.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Thermite&lt;br /&gt;
|formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen&lt;br /&gt;
'''OR''' 40 Iron, 40 Aluminium, 40 Oxygen -&amp;gt; VERY HOT&lt;br /&gt;
|effects = A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unstable Mutagen&lt;br /&gt;
|formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine&lt;br /&gt;
'''OR''' 40 Radium, 40 Phosphorus, 40 Chlorine -&amp;gt; 120 Unstable Mutagen&lt;br /&gt;
|effects = Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Water&lt;br /&gt;
|formula = 1 part Oxygen, 2 parts Hydrogen&lt;br /&gt;
'''OR''' Just dispense water from the chem dispenser like a sane human being.&lt;br /&gt;
|effects = It's water. Results in one unit.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Zombie Powder&lt;br /&gt;
|formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
'''OR''' 15 Chlorine, 5 Ethanol, 5 Water, 20 Sugar, 25 CarpoToxin, 25 Copper -&amp;gt; 10 Zombie Powder&lt;br /&gt;
|effects = Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==BS12 specific recipes==&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Methylphenidate&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Hydrogen&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Hydrogen -&amp;gt; 60 Methylphenidate, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Helps you concentrate. Prescribed for ADHD and similar conditions. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Citalopram&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Carbon&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Carbon -&amp;gt; 60 Citalopram, 25 Mindbreaker Toxin&lt;br /&gt;
|effects = Mild antidepressant. Prescribed for depression and anxiety. Results in 3 units instead of 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Paroxetine&lt;br /&gt;
|formula = 1 part MindBreaker Toxin, 1 part Oxygen, 1 part Inaprovaline&lt;br /&gt;
'''OR''' 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 30 Inaprovaline(10 Oxygen, 10 Sugar, 10 Carbon In a Separate Beaker), 30 Oxygen, -&amp;gt; 90 Paroxetine, 15 Mindbreaker Toxin&lt;br /&gt;
|effects = Stronger antidepressant, with chance of hallucinations. Prescribed for severe depression.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vorestation specific recipes==&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Sizeoxadone&lt;br /&gt;
|formula = 1 part Clonexadone, 3 part &amp;lt;span title=&amp;quot;1 part Paracetamol, 1 part Ethanol, 1 part Oxygen&amp;quot; style=&amp;quot;text-decoration:underline&amp;quot;&amp;gt;Tramadol&amp;lt;/span&amp;gt;, 1 part Phoron, 5 units Phoron (Catalyst) -&amp;gt; 5 parts Sizeoxadone, 5 units Phoron&lt;br /&gt;
'''OR''' 20 Phoron, 4 Oxygen, 2 Water, 2 Oxygen, 6 Sodium, 2 Carbon, 2 Sugar, 2 Oxygen, 6 Nitrogen, 6 Water, 12 Ethanol, 12 Oxygen -&amp;gt; 60 Sizeoxadone, 7.2 Phoron&lt;br /&gt;
|effects = Required ingredient for macrocillin, microcillin, and normalcillin.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Macrocillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Diethylamine -&amp;gt; 1 part Macrocillin&lt;br /&gt;
'''OR''' 30 Hydrogen, 10 Nitrogen, 30 Ethanol, 60 Sizeoxadone -&amp;gt; 3 Macrocillin&lt;br /&gt;
|effects = You grow!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Microcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part Sodium Chloride -&amp;gt; 1 part Microcillin&lt;br /&gt;
'''OR''' 30 Chlorine, 30 Sodium, 60 Sizeoxadone, -&amp;gt; 3 Microcillin&lt;br /&gt;
|effects = You shrink!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Normalcillin&lt;br /&gt;
|formula = 20 part Sizeoxadone, 20 part leporazine -&amp;gt; 1 part Normalcillin&lt;br /&gt;
'''OR''' 10 Phoron, 30 Copper, 30 Silicon, 60 Sizeoxadone, -&amp;gt; 3 Normalcillin, 10 Phoron&lt;br /&gt;
|effects = You normalify!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Amorphorovir&lt;br /&gt;
|formula = 30 parts cryptobiolin, 30 part biomass, 20 parts hyperzine, 5 phoron (catalyst),  -&amp;gt; 1 Amorphorvir&lt;br /&gt;
|effects = is used to help change physical sex!&lt;br /&gt;
}}&amp;lt;br /&amp;gt;{{Chem&lt;br /&gt;
|chemical = androrovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part bicardine, 20 parts iron, 20 parts ethanol,   -&amp;gt; 1 Androrovir&lt;br /&gt;
'''OR''' (for bootleg)  1 part Amorphorovir, 10 parts protein, 10 parts capsaicin.&lt;br /&gt;
|effects = will change physical sex to that of a male&lt;br /&gt;
}}&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = gynorovir&lt;br /&gt;
|formula = 1 part Amorphorovir, 20 part inaprovaline, 20 part silicon 20 part sugar  -&amp;gt; 1 Gynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part Amorphorovir, 10 parts soymilk, 10 parts sugar.&lt;br /&gt;
|effects = Will change your physical sex to that of a female!&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = androgynorovir&lt;br /&gt;
|formula = 1 part amorphorovir, 20 part anti-toxin, 20 part fluorine, 20 part tungsten, -&amp;gt; 1 Androgynorovir&lt;br /&gt;
'''OR''' (for bootleg) 1 part Amorphorovir, 10 parts cola, 10 parts berryjuice&lt;br /&gt;
|effects = WIll change your physical sex to be that of mixed.&lt;br /&gt;
}}&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Ickypak&lt;br /&gt;
|formula = 1 parts surfactant, 4 parts hyperzine&lt;br /&gt;
'''OR''' 10 Fluorine, 10 Carbon, 5 Sulphuric Acid, 30 Sugar, 30 Phosphorous, 30 Sulphur -&amp;gt; 112.5 Ickypak, 2.5&lt;br /&gt;
|effects = Causes involuntary muscle contractions, expelling prey. Has painful side-effects.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Unsorbitol&lt;br /&gt;
|formula = 2 parts lipozine, 3 parts unstable mutagen&lt;br /&gt;
'''OR''' 5 Sodium, 5 Chlorine, 10 Ethanol, 10 Radium, 30 Radium, 30 Phosphorus, 30 Chlorine, -&amp;gt; 75 Unsorbitol, 45 Unstable Mutagen&lt;br /&gt;
|effects = Causes absorbed prey to be released into a belly. Has extreme side-effects. Consider patient restraints.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Jelly&lt;br /&gt;
|formula = 50 parts Sugar, 50 Parts Lithium, 20 parts Phoron -&amp;gt; 5 parts Slime Jelly&lt;br /&gt;
|effects = Toxic, has the potential to poison you to Hell and back. You’ll be needing this for the more fun reactions.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Healing Reaction&lt;br /&gt;
|formula = 10 Bicaridine, 10 Inaprovaline, 10 Kelotane, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = A healing grenade that actually works, or just an instant heal in a bottle. Instantly heals 25 of the following: Brute, Burn, Toxins, Oxy, Brain Damage and Genetic Damage on everyone and everything on the screen. Even works on corpses.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Freezing Reaction&lt;br /&gt;
|formula = 10 Coolant, 10 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = Lowers the temperature of the affected area. Might also be screen-wide. If you spam this, you can cool someone down enough to use cryo-chems without putting them in a cell.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Frost Oil Production&lt;br /&gt;
|formula = 5 Water, 5 Coolant, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = Produces Frost Oil in 10 unit amounts.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Instant Fire&lt;br /&gt;
|formula = 30 Potassium, 30 Slime Jelly, 60 Phoron&lt;br /&gt;
|effects = Spawns in a fire, random size, random spread. Has a chance to fizz and not do anything. If you’re looking for destruction, you’re better off using napalm.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Slime Glowstick&lt;br /&gt;
|formula = 10 Water, 5 Slime Jelly, 5 Phoron&lt;br /&gt;
|effects = It’s a glowstick/flashlight! Bioluminescence FTW.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Create Phoron&lt;br /&gt;
|formula = 20 Uranium, 20 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Use phoron and slime jelly, and uranium, to make 10 pieces of phoron! &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Make Food&lt;br /&gt;
|formula = 20 Nutriment, 5 Slime Jelly, 10 Phoron&lt;br /&gt;
|effects = All sorts of food will spawn when this reaction is done.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Gatchazine&lt;br /&gt;
|formula = 20 Aluminum, 40 Slime Jelly, 20 Phoron&lt;br /&gt;
|effects = Random material spawns, anything from cardboard to diamond.&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. Here's some particularly noteworthy examples;&lt;br /&gt;
&lt;br /&gt;
{{Chem&lt;br /&gt;
|chemical = Numbing Enzyme&lt;br /&gt;
|formula = N/A&lt;br /&gt;
|effects = Delivered in small doses by the Numbing Bite perk and Numbing belly addon. Extremely strong painkiller on par with Oxycodone, but incurs even more slowdown than Oxycodone. Overdose causes confusion, paralysis, hallucinations, jittering, stuttering, and mild hypoxia.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=622</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=622"/>
		<updated>2020-09-06T18:22:34Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Additional */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
&lt;br /&gt;
You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
&lt;br /&gt;
If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft are often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see '''Failure to Execute an Order with Serious Consequences (§201)'''.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see '''Sexual Assault (§308)'''.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
&lt;br /&gt;
For more information on what is and is not considered Contraband, see [[Contraband]]&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault (§103)''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also [[Guide to Paperwork]] and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;126&lt;br /&gt;
| '''Delinquency'''&lt;br /&gt;
| Failure to pay a fine.&lt;br /&gt;
| If a crew member is charged with a minor crime, they are to be given the option to pay a fine, or they are to be given a sentence. However, if they say they are going to pay the fine and then don't, they have ten minutes to change their mind and accept a sentence willingly, or else they become delinquent.&lt;br /&gt;
| Immediate arrest and sentencing of the maximum penalty for crimes covered by the unpaid fines. For the rest of the shift, their option to pay fines is also revoked, and any further minor crimes will be punished with sentences by default.&lt;br /&gt;
| '''Resisting Arrest (&amp;amp;sect;202)''' added to charges. Dismissal.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;127&lt;br /&gt;
| '''Smoking in a prohibited area'''&lt;br /&gt;
| Smoking in non-smoking area, or anywhere else where open flames shouldn't be present.&lt;br /&gt;
| Currently, the only area designated as non-smoking is the Medical Bay. '''This includes the lobby,''' but if someone is brought into, or enters, the medical bay for an injury while smoking, they should probably be warned rather than charged with this. Additionally, areas where unstable gasses or fuel are stored are also non-smoking. &lt;br /&gt;
If someone is injured because of it (e.g. from fires caused by a lit cigarette), see '''Negligence (&amp;amp;sect;206)'''&lt;br /&gt;
| 2 minutes &lt;br /&gt;
| Up to 5 minutes. Demotion or Dismissal.&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;128&lt;br /&gt;
|'''Harassment'''&lt;br /&gt;
|To persistently insult, stalk, ridicule, or otherwise intentionally bring stress upon another crew member.&lt;br /&gt;
|If a crew member has been following you around or bad mouthing you for some time, and has already been asked to stop, Security may be involved to ''make'' it stop, starting with an official (last) warning. If the actions or comments are of a sexual context, do not use this charge and use '''Sexual Harassment (&amp;amp;sect;110)''' instead. If harassing comments are proven false, add '''Slander (&amp;amp;sect;111)''' to the charges. However, Security should take care to avoid punishing ''constructive'' criticism if possible. For example, just calling someone incompetent over and over is viewed as harassment. Explaining how to fix something it is not harassment unless it comes from a source who doesn't have any qualification for saying so (e.g. a janitor bothering an engineer about the best way to power the station). If a crew member believes somebody is doing their job poorly and it is affecting them, they should bring it up with the relevant head of staff, or an [[Internal Affairs Agent]].&lt;br /&gt;
|Warning.&lt;br /&gt;
|5 minutes. Forced psychiatric examination.&lt;br /&gt;
|100 Thalers (after warning).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, see '''Manslaughter (§302)'''.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter (§302)''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Secondary Bridge, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in '''Minor Assault (§103)'''. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see '''Murder (§301)'''if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See '''Escaping from HuT Sentence (§306)''' for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, Hold until Transfer.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
&lt;br /&gt;
For more information on what is an is not considered Contraband, see [[Contraband]]&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add '''Manslaughter (§302)''' to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either '''Murder (§301)''' or '''Manslaughter (§302)''', depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
(Performing any form of scan on a crewman without consent may also constitute a violation of privacy, unless said crewmember is in need of medical attention / unconscious)&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See '''Sedition (§211)''' for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like '''Assault (§207)''', but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see '''Murder (§301)'''.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then '''Murder (§301)''' is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with '''Murder (§301)'''. Those who unintentionally provided incorrect evidence are charged with '''Manslaughter (§302)''' and '''Negligence (§206)'''. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffffff;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until transfer. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=621</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=621"/>
		<updated>2020-09-06T08:28:17Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Violations of Employee Rights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
(( Players reading this page should keep in mind '''THESE ARE NOT OOC RULES!''' These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police. ))&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Colony Director or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Sol Central court and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station retains all authority to permit or deny visitors not sent directly from the company.* The Colony Director or Acting Colony Director may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process is the Colony Director required to submit a fax to Central, but he or she may do so at any time if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the visitor removed from the restricted zone at any time.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Off-Duty Crew Policy ==&lt;br /&gt;
&lt;br /&gt;
Off-Duty Crew are considered to be the same as regular visitors to the station. The NanoTrasen Visitor Policy applies to Off-Duty Crew. As such they are allowed free access to all public areas of the station. Additionally, they are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the Off-Duty Crew removed from the restricted zone at any time. &lt;br /&gt;
&lt;br /&gt;
Off-Duty Crew do not retain any of their privileges, access, job specific gear/tools/weapons, authority, departmental clothing, departmental identifiers, departmental radios, departmental PDA cartridges, or anything else relating them to the department they represent On-Duty when going Off-Duty. You do not represent your department while off duty. You are choosing to be at your place of employment while not being on the clock. You are free to talk to the crew, or use the facilities, but you are not to interfere or take things from your department while you are visiting. Contraband laws still apply to you, as such you would no longer have your Engineers Pass to have Insulated Gloves, or your Security Pass to carry a baton as an example. Tool-Storage is for On-Duty Crew. While you may have access to Tool-Storage while off Duty, you should not be making off with tools from it while Off-Duty. You have tools at your disposal while On-Duty.&lt;br /&gt;
&lt;br /&gt;
Being Off-Duty means you no longer represent your Department. You should either bring a change of clothes with you if you intend to go Off-Duty while on the station, or you should expect to buy a set of clothes while on station from one of the clothes vendors. Departmental clothing is any clothing with the department name on it. Such as a Security KHI suit, or an Engineering Jumpsuit. If you wear a pair of Jeans as an Engineer, you will just be required to shed any accessories such as an Orange Armband or Engineers Beret. If you wish to store your Departmental Equipment and Clothing while Off-Duty, you may make use of the Lockers in your department, or use one of the Public Access lockers located around the station. All time clocks are in public areas. This means you may leave your job gear in your Department, and go Off-Duty. When you decide to go On-Duty again, you may go to the time clock, get your Access back, and then go into your Department to retrieve your stuff.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
Certain positions within NanoTrasen are expected to maintain a specific dress code. The strictness of these codes are ''Enforced'', ''Recommended'', and ''Suggested''. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** Security staff are enforced to wear Security clothing, or any clothing with dominant colors of red and black, or red and blue. If an individual has a nudity permit, they must at least wear a red security armband, appropriate security-issue outerwear, or a security hat. This is to ensure security is easily identifiable.&lt;br /&gt;
** Medical staff are enforced to wear sterile lab clothing while working in Medical's facilities. Even if you have a nudity permit, you must cover up with a sterile lab coat and latex gloves while treating patients.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to recommended dress code may result in suspension or termination only if an accident results from disobeying the dress code.&lt;br /&gt;
** Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
** Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to suggested dress codes are not valid grounds for punishment, but may result in a lack of respect from co-workers.&lt;br /&gt;
** Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
** Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
** Colony Director and Head of Personal are suggested but not enforced to wear their issued uniforms while on duty, or at least their hats. This is to ensure commanders are easily identifiable.&lt;br /&gt;
&lt;br /&gt;
Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Residential Code ==&lt;br /&gt;
Residential Area&lt;br /&gt;
People who wish to go to the residential area must first store their equipment and set themselves as off-duty. After which they are required to go through a full security search. All job related gear is taken, except for ID, PDA, Bag and their uniforms. Bags produced by research (bluespace bags) are not allowed to be brought to the residential area either, as well as any NT equipment.&lt;br /&gt;
Here is a list of ALLOWED items to be brought over, everything else must be left at the security checkpoint.&lt;br /&gt;
* ID and PDA.&lt;br /&gt;
* Uniforms, clothing.&lt;br /&gt;
* Laptops and tablets.&lt;br /&gt;
* Purchased items (food, cigarettes, clothes/collars/etc).&lt;br /&gt;
* Civilian/Entertainment items (Toys, plushies, etc).&lt;br /&gt;
* Emergency box with proper emergency equipment inside.&lt;br /&gt;
&lt;br /&gt;
Once someone has left to the residential area, the officer that let them through must keep paperwork of who has left. Required information is as follow:&lt;br /&gt;
* Name of leaving person.&lt;br /&gt;
* Time left.&lt;br /&gt;
* Belongings taken from them (if any).&lt;br /&gt;
'''Once they have returned to station'''&lt;br /&gt;
* Time the person came back.&lt;br /&gt;
* Signature of the person.&lt;br /&gt;
&lt;br /&gt;
Returning people must also be searched, any items they should not have on them must be confiscated and brought back to the residential areas.&lt;br /&gt;
Here is a list of examples that should not be brought to the station.&lt;br /&gt;
* Medical kits and other medical equipments&lt;br /&gt;
* Spare equipment (light boxes, tools, etc)&lt;br /&gt;
* Anything else not in the ALLOWED list&lt;br /&gt;
&lt;br /&gt;
If there is no security, the HoP, Colony Director, or current Acting Colony Director with access is permitted to do the searches. Otherwise, no one is permitted to go through to the residential areas.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Monetary Policy ==&lt;br /&gt;
''' NanoTrasen Bank Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
All employees are given a bank account for use aboard NanoTrasen facilities. These accounts are created immediately before their arrival and are deleted at the end of a standard work period, with all remaining funds in the account being transferred to the employee's personal banking account, or otherwise delivered to the employee in a method compliant with Galactic Labor Rights.&lt;br /&gt;
&lt;br /&gt;
The contents of a NanoTrasen Bank Account represents a portion of an employee's wages (the exact portion of which is defined by an individual's labor contract). NanoTrasen Bank Accounts should not be treated as personal bank accounts for any purpose other than use on NanoTrasen facilities during working hours.&lt;br /&gt;
&lt;br /&gt;
''' Department and Station Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to each employee's account, an account is available for each department, as well as one for the station itself. Every Head of Staff is given access to their department's account. These accounts should only be accessed for purposes directly related to the continued function of their respective department. NanoTrasen's Financial Department performs regular audits on how these funds are used, and misuse of these funds is grounds for immediate demotion or termination.&lt;br /&gt;
&lt;br /&gt;
Station vending machines also have an account. This account should only be accessed to issue charge backs if it can be proven that the purchased product was never received. &lt;br /&gt;
&lt;br /&gt;
''' Security Fines '''&amp;lt;br /&amp;gt;&lt;br /&gt;
Many violations of [[Corporate Regulations]] incur fines. These fines should be paid only by the offender, and should be immediately deposited into the Security Account, or otherwise held in a secure area if the account is not available. Members of Security should '''not''' take the fines for personal use. &lt;br /&gt;
&lt;br /&gt;
''' Service Staff '''&amp;lt;br /&amp;gt;&lt;br /&gt;
When charging for the goods and services provided by the Bar and Kitchen, the payments should be directed to the Service account, not the service staff's personal account. Service staff are free to request tips that they may use in their personal account, but they cannot make tips mandatory.&lt;br /&gt;
&lt;br /&gt;
Visitors, including Off-Duty personnel, should always be charged for food and drinks provided by the Bar and Kitchen.&lt;br /&gt;
&lt;br /&gt;
''' Suspension and Revocation of Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Head of Personnel is trusted with the responsibility of handling station finances, including employee wages. If an employee refuses to perform the duties expected of them without an acceptable reason, or is otherwise dismissed or terminated, the Head of Personnel can suspend their account, preventing them from accessing the funds.  If an account is still suspended by the end of a standard work period, it will be submitted for review by NanoTrasen's Financial Department before action is taken.&lt;br /&gt;
&lt;br /&gt;
''' Theft of Funds '''&amp;lt;br /&amp;gt;&lt;br /&gt;
If an employee is found to have stolen, embezzled, or otherwise misappropriated funds from a NanoTrasen account, of either another employee's or a station account, they are to be charged with '''(§102) Petty Theft''' under [[Corporate Regulations]], or '''(§215) Grand Theft''' if the amount is in excess of 1,000 Thalers&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the [[Head of Security]] or [[Colony Director]], if found with visible contraband, or if the individual is being processed for the brig.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Yellow - Suspected External Security Threat ===&lt;br /&gt;
A minor security emergency has developed. Security personnel are to report to their supervisor for orders and may have weapons visible on their person. Privacy laws are still enforced.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Internal Security Threat ===&lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Colony Director, or a Head of Staff vote.  This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Violet - Major medical Emergency ===&lt;br /&gt;
A major medical emergency has developed. Medical personnel are required to report to their supervisor for orders, and non-medical personnel are required to obey all relevant instructions from medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Orange - Major Engineering Emergency ===&lt;br /&gt;
A major engineering emergency has developed. Engineering personnel are required to report to their supervisor for orders, and non-engineering personnel are required to evacuate any affected areas and obey relevant instructions from engineering staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Emergency Response Team]] may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
Scorched Earth policy now in effect. Confirmed threat has the potential to threaten the total destruction of not only the station, but planetside facilities, and other NanoTrasen installations in the sector. Issued by Central Command per request of the Colony Director or surviving heads of staff. This alert level can only be set by NanoTrasen giving the nuclear device authorization codes. The Colony Director must ready the nuclear device for detonation, or die trying.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be evacuated of any irreplaceable equipment, such as important artifacts, exotic alien technology, or sensitive intelligence that hasn't been turned over to Central Command.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* [[Suit sensors]] and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Asset Protection]] will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The [[Colony Director]] must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.&lt;br /&gt;
** Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
If power cannot be restored due to severe damage to the station, it is up to the discretion of the [[Chief Engineer]] how to proceed, either by repairing the station, calling the [[Emergency Response Team]], or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard ([[Solar Grub]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is ''not'' NanoTrasen property, it is assumed to be detrimental to crew operations.&lt;br /&gt;
* A quarantine is not necessary. Solar grubs will not leave the station so long as there is power to draw from it, meaning they are easy to contain.&lt;br /&gt;
* Security level does not need to be elevated.&lt;br /&gt;
* All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.&lt;br /&gt;
* Multitools should be distributed to as many volunteering crew members as possible.&lt;br /&gt;
* If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.&lt;br /&gt;
* Robotics staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, to exterminate or contain all solar grubs until the power grid is no longer affected. &lt;br /&gt;
* Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves.&lt;br /&gt;
* If more than 30 minutes pass without a solar grub being found, yet the station is still experiencing serious power issues, ensure that Xenobiology is not attempting to contain a live solar grub while failing to isolate it from the station's main power grid. If problems still persist, isolate the subgrids from each other for increased accuracy of grub prediction.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard ([[Xenomorph]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is ''not'' NanoTrasen property, it is assumed to be hostile and dangerous.&lt;br /&gt;
&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* [[Emergency Response Team]] to be called for assistance.&lt;br /&gt;
* Security to establish and guard a safe zone, weld vents closed, and guard choke points.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed personnel.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should security level reach code delta.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* If the AI's corrupted laws are dangerous, and create a conflict with other laws, point this conflict out to the AI, and it should hopefully cause a system stalemate, buying you time to do repairs.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.&lt;br /&gt;
* For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Blueshield Equpiment ===&lt;br /&gt;
Note for cargo personnel, Ordering any [[Blueshield_Guard|Blueshield Guard]] equipment (Yes that includes the uniforms) should and will instantly count as [[Corporate_Regulations#Medium_Level_Infractions|§215 Grand Theft]] if it was not requested by a Blueshield, and in the case that anyone except a Blueshield possess any of items that came from those crates it shall and will be counted as [[Corporate_Regulations#Medium_Level_Infractions|§212 Major Contraband]], theses infractions will stack if they both where committed by the same person, these charges can not be dropped as the offended party is Central Command.&lt;br /&gt;
&lt;br /&gt;
Blueshield equipment is specifically made and issued to one of the most trusted and loyalty implanted people and has no business being in the hand of regular crewmen including Heads and security personnel.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be sent a copy of the Item Request Form through the mail system. It is not required to go through all of this, but if the goods you ordered fall into the wrong hands, and it's ''your'' name on the order form, you will be liable if you cannot prove you did all the necessary procedures to ensure the order reached its destination. These procedures are more to protect yourself from liability so &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
Orders stamped with a head of department's stamp should take precedence over any orders without a stamp, and should be ordered first. In order of precedence from most to least important: Central Command stamp, Colony Director's stamp, Head of Personnel's stamp, Quartermaster's stamp, then finally, any other Head of Staff's stamp.&lt;br /&gt;
&lt;br /&gt;
As a Cargo Technician, anything that is stamped with the Quartermaster's stamp or above should be automatically approved once any suspicions (if any) are resolved. The reason why is that the Quartermaster, Head of Personnel, the Colony Director, and Central Command all directly outrank you and can override you and order the item themselves if you refuse, and then probably fire you. As long as there's a stamp on the request form and the request was ordered in their name, you are not liable for whatever happens.&lt;br /&gt;
&lt;br /&gt;
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the order was made by someone who directly outranks you (as explained above) you need only require a confirmation of identity with both a stamp and a valid signature, and the order may be approved. If the suspicious request was made by someone who does not directly outrank you, contact the Head of Security and confirm the customer's identity before proceeding.&lt;br /&gt;
&lt;br /&gt;
If the order is not automatically approved, then it is up to you whether the order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it. Either way, begin with the following steps:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Open the cargo computer and accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle. If not, approve or decline the orders and follow the prior steps until there are no more requests. Keep an eye on the remaining cargo points each time a request is approved. If there aren't enough, confirm any requests that are more important to the customer first.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are four methods of delivery: Pickup, mail, MULE, or courier. By default, cargo is pickup. '''Dangerous cargo is ''pickup only''.''' Dangerous cargo is listed below, and is to be returned to Central Command if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if nessicary. '''Do not''' open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer's department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. MULE-delivered orders are to be loaded onto a MULE bot, turned on, and controlled using your PDA or manual input of destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination, and if dealing with multiple orders, the cargo train can be used.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. The Quartermaster is responsible for stamping manifests and returning them to Central Command.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to Central Command. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Yawn-Wider/YWPolarisVore/ Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is '''not''' to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Medical Officer. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.&lt;br /&gt;
&lt;br /&gt;
For example, if someone comes to medbay asking for someone else to be cloned, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot &lt;br /&gt;
&lt;br /&gt;
☀legally arrest you for failure to follow orders. Only the Chief Medical Officer may override this policy and only under the most urgent of circumstances. The Colony Director may only override it himself if no CMO is present.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CMO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.&lt;br /&gt;
* Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).&lt;br /&gt;
&lt;br /&gt;
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.&lt;br /&gt;
&lt;br /&gt;
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.&lt;br /&gt;
&lt;br /&gt;
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. '''Do not''' under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.&lt;br /&gt;
# Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by [[Corporate Regulations]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.&lt;br /&gt;
# Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).&lt;br /&gt;
# Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per [[Corporate Regulations]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.&lt;br /&gt;
* Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.&lt;br /&gt;
* Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but '''only''' to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Pathfinder and authorized by the Pathfinder, Research Director or Colony Director, unless CentComm commands otherwise. Failing the presence of a Pathfinder, a Research Director may organize an expedition. (Requiring the authorization of the Colony Director if one is present) If two or more Explorer crewmembers wish to embark on an expedition when no Pathfinder or Research Director is available, they may do so after faxing notice of their intent to Central Command. The Colony Director should not be starting expeditions on their own without orders directly from Central Command.&lt;br /&gt;
* If the Expedition Leader insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be participating in gateway missions without explicit consent of the Colony Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.&lt;br /&gt;
* Either the Pathfinder, or the Research Director, acting as the leadership role for the expedition. In instances where both the Pathfinder and Research Director are out on the planet's surface, the Pathfinder retains command of the expedition, if the Pathfinder is incapacitated, the Research Director assumes command.&lt;br /&gt;
* All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored with whatever equipment Research can provide. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.&lt;br /&gt;
* An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift. &lt;br /&gt;
* A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes. This can be the Research Director but it is preferred that a normal scientist come along instead or in addition to the Research Director. It may be better, however, if the scientist arrives after the site is cleaned and prepared. &lt;br /&gt;
* A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.&lt;br /&gt;
* If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.&lt;br /&gt;
* A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties. &lt;br /&gt;
*Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.&lt;br /&gt;
* It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.&lt;br /&gt;
* Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.&lt;br /&gt;
* If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.&lt;br /&gt;
* Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Research Director, or if the research director is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.&lt;br /&gt;
* At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can '''only''' be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures '''must''' be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may '''never''' sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.&lt;br /&gt;
&lt;br /&gt;
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.&lt;br /&gt;
&lt;br /&gt;
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.&lt;br /&gt;
&lt;br /&gt;
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit '''at any time''' if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.&lt;br /&gt;
&lt;br /&gt;
When dealing with an individual who is in possession of anything normally deemed contraband that does ''not'' serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per [[Corporate Regulations]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''Robust''': As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* '''Shitcurity''': Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''Use of Force''': Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* '''Shoot-to-Stun''': Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is ''shoot''-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* '''Shoot-to-Disable''': Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* '''Shoot-to-Kill''': Using lethal weapons, engaging a target until the target is neutralized. This doesn't actually mean you ''have'' to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* '''Armed''': Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* '''Contraband''': Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Corporate Regulations]]. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill '''excluding''' the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.&lt;br /&gt;
* The vault is the most important area to protect, and guards can ideally be posted at the security office near it. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected.&amp;quot;'' If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Corporate Regulations]] for details. Anything else ''not'' considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
# Calculate sentencing based on the total charges. '''Do not''' charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you ''can'' charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, [[Corporate Regulations]], and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of '''all''' kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Standard NT issued .45 pistol, rubber or flash rounds only.** ***&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;** Use is still punishable by excessive use of force if used to the point of badly injuring someone.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;*** Does not count against the security officer as a lethal weapon under green alert if only loaded with flash or rubbers.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With explicitly written permission from the Head of Security or Colony Director, ''any'' firearm may be carried during code green by ''any'' personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.&lt;br /&gt;
* ''At least'' one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
The Head of Personnel is '''not''' a member of Security and should ''never'' be carrying any weapons aside from the energy pistol they have been supplied and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of [[Corporate Regulations]] §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they ''can'' give themselves all-access doesn't mean they are ''allowed'' to outside of an emergency.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
Because the Colony Director is in charge of the station, it is recommended that the Colony Director ''some'' kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.&lt;br /&gt;
* No more than '''one''' non-explosive lethal weapon is permitted for self-defense. However, possession of ''additional'' weapons (excluding standard issue energy pistol or equivalent) is considered a violation of [[Corporate Regulations]] §212. &lt;br /&gt;
* A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.&lt;br /&gt;
* Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal&lt;br /&gt;
* Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
=== Modification of AI or Cyborg Laws ===&lt;br /&gt;
If Command wish to add, remove, or change laws, or it has been determined that the AI or Cyborg has had a law change that is '''non'''-threatening to the crew, or its command structure (such as calling a certain crewmember by a specific title or name, for example.), the law change must be authorized by either the Colony Director, or alternatively, '''Two''' command members. Ideally this should include the Research Director. The law change itself can be done by any Command member, but '''should''' be done by the Research Director or Chief Engineer. If the law change is done by anyone other than the Colony Director, Research Director, or Chief Engineer, they should also be accompanied by a Security Officer / Blueshield Officer to witness the law change.&lt;br /&gt;
&lt;br /&gt;
===Vacancy in the chain of command===&lt;br /&gt;
In the event that the Colony Director is absent, please refer to the the [[Chain of Command#Chain of Succession|Chain of Command]] guide book for more detailed instructions.&lt;br /&gt;
&lt;br /&gt;
===Promotion and Demotion===&lt;br /&gt;
Heads of staff are in charge of promotions and demotions within their respective departments, and both the [[Head of Personnel]] and [[Colony Director]] are expected to honor these requests unless under outstanding circumstances.&lt;br /&gt;
&lt;br /&gt;
Although some parts of [[Corporate Regulations]] list demotion and dismissal as a possible punishment, under no circumstance should the Head of Personnel honor a request to demote non-Security by the demand of the Head of Security alone. However, the severity of the infraction should be considered, and if necessary, the Colony Director or Acting Colony Director may enforce a demotion if the head of staff for the offending party's department refuses to do so.&lt;br /&gt;
&lt;br /&gt;
The Colony Director (and any Acting Colony Director) may promote or demote anyone for any reason (excluding nepotism or discrimination). No permission is required from any heads of staff for any changes of rank, but it is still considered courteous to ask.&lt;br /&gt;
&lt;br /&gt;
The [[Head of Personnel]] cannot promote or demote other heads of staff, but may promote or demote any other staff with the permission or at the request of their relevant head(s) of staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All staff may ask to be demoted down to and including resignation at any time, for any reason. However, if your resignation directly results in serious damage, injury, or fatalities, you are liable for the violation(s) of corporate regulations regardless of your resignation.&lt;br /&gt;
&lt;br /&gt;
'''On 'Acting' roles'''&lt;br /&gt;
&lt;br /&gt;
One thing to note about promotion to unique positions, such as heads of staff. Such promotions should be considered 'acting' roles, regardless of their actual title. In the event that someone arrives on the station with this role, any 'acting' roles are to defer their authority to the officially assigned role. So for example, if an engineer is promoted to 'Chief Engineer', they are the 'acting' head of staff for engineering. And then later, if a Chief Engineer arrives, the 'acting' Chief Engineer is to defer to the official Chief Engineer, up to and including removal of increased access and title if it is requested. &lt;br /&gt;
A crewman promoted to an acting head role is not considered for the ‘Acting Director’ role.&lt;br /&gt;
&lt;br /&gt;
===Refusal to change rank===&lt;br /&gt;
All staff may refuse a promotion.&lt;br /&gt;
&lt;br /&gt;
If a staff member is demoted by the appropriate superior, they are to be informed directly (in person, pda or via radio). Within no more than 10 minutes, the demoted individual must either report to the Head of Personnel to surrender their ID's access, or must surrender their ID to Security, or must surrender their ID to their own head of staff. If the staff member being demoted openly refuses to cooperate, or is unresponsive to news of their demotion after 10 minutes, Security may be dispatched at request of the demoted individual's current/former head of staff to locate the individual and confiscate their ID. If the individual continues to resist confiscation, they may be charged with  '''Exceeding Official Powers''' ([[Corporate Regulations#Medium Level Infractions|Corporate Regulations &amp;amp;sect;214]]).&lt;br /&gt;
&lt;br /&gt;
If a demotion has been performed for reasons believed to be unjustified, the demoted individual should cooperate with the demotion, but immediately file a complaint to the next highest person in the chain of command. For example, if your own head of staff demoted you, complain to the Colony Director. If the Colony Director demoted you, or rejects your complaint, complain to Central Command. If you are still rejected, the decision is final.&lt;br /&gt;
&lt;br /&gt;
===Unique roles===&lt;br /&gt;
In the event that it is deemed necessary, a head of staff may request to alter a subordinate's role to anything within their department, with any title they desire, so long as it does not cause any obvious confusion. Furthermore, multiple heads of staff may cooperate to create hybrid roles that have access to multiple departments, refer to employment records for qualifications.&lt;br /&gt;
&lt;br /&gt;
Please note that for the purposes of this particular section, a Quartermaster is considered a head of staff, and should be consulted prior to the creation of any unique or hybrid roles in the fields of cargo or mining operations.&lt;br /&gt;
&lt;br /&gt;
Hybrid roles should not be used to replace duties that are already covered by other staff. For example, a scientist should not be given mining access when there's perfectly good miners already present. Hybrid roles are meant to make current duties easier to fulfill, such as a Security Officer being given access to engineering because they are assigned to the security detail for a construction site.&lt;br /&gt;
&lt;br /&gt;
==Internal Affairs==&lt;br /&gt;
===Impartiality Clause===&lt;br /&gt;
An [[Internal Affairs]] Agent is not to serve the interests of any group or individual, including their own superiors up to and including [[NanoTrasen]] at the corporate level. Their only loyalty is to the rules as they are written, and to the party that follows them. Their job is only to ensure that those rules are being obeyed, and that if they are not, they make it known to those who can enact changes.&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent is not a lawyer, though many may come from a background in practicing law. They will only defend and protect a party who is following the rules of the company, and any laws that the company is supposed to follow.&lt;br /&gt;
&lt;br /&gt;
Any faults in those rules such as inconsistencies or oversights should be brought to the attention of [[NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent should never make assumptions of anyone's intentions, nor include speculation of intentions in any given report. The Internal Affairs Agent is to summarize the facts and ''only'' the facts in their report.&lt;br /&gt;
&lt;br /&gt;
===Employee Comments and Concerns===&lt;br /&gt;
If an employee wishes to address a matter with Internal Affairs, they must go to an Internal Affairs Office at their assigned station or facility. They should contact an Internal Affairs Agent in advance to let them know that they are coming.&lt;br /&gt;
&lt;br /&gt;
If an Internal Affairs Agent is not presently available on the station, your facility should have a fax machine available somewhere in public for you to contact [[Central Command]] directly. For general comments and positive feedback, Central Command will make note of your report and forward it to the relevant parties. For complaints and negative feedback, Central Command will usually send an Internal Affairs Agent to the station regardless of whether or not you have included these complaints in your fax. The Internal Affairs Agent will conduct an investigation for which the objective is merely to gather the facts.&lt;br /&gt;
&lt;br /&gt;
===Prisoner Comments and Concerns===&lt;br /&gt;
Prisoner comments and concerns will be handled in the same way as employee comments and concerns except in that a prisoner cannot come to the Internal Affairs Office. Instead, Security must arrange for the Internal Affairs Agent to meet with the prisoner in safety, but privacy.&lt;br /&gt;
&lt;br /&gt;
All NanoTrasen holding facilities are equipped with at least one visitor booth wherein an Internal Affairs Agent and a prisoner may meet face-to-face without having to be in direct physical contact. If such a facility is not available, and the Internal Affairs Agent does not feel comfortable conducting the interview elsewhere, the condition of safety has not been met. If a third party not participant in the interview is able to listen in, then the condition of privacy has not been met. Note that there is no reason for Security to require that a guard be kept directly in the room, as the prisoner's visitation facility already ensures safety of the Internal Affairs Agent.&lt;br /&gt;
&lt;br /&gt;
If safety or privacy cannot '''both''' be reasonably accommodated, the interview cannot proceed, and the reason why should be noted in your report.&lt;br /&gt;
&lt;br /&gt;
As a final note, bear in mind that an Internal Affairs Agent is at no point required to ''help'' a prisoner. Their only job is to decide whether or not the company rules were followed. If no wrongdoing occurred, the Internal Affairs Agent can decide not to bother filing a report, and may decide not to hear grievances from that prisoner in future.&lt;br /&gt;
&lt;br /&gt;
===Violations of Employee Rights===&lt;br /&gt;
If the [[Standard Operating Procedure#Galactic_Labor_Rights|Galatic Labor Rights]] of employees are being violated, Internal Affairs '''must''' make note of these violations regardless of whether or not the victims of such violations are even aware of their rights. A report to Central Command '''must''' be made, and the parties (such as command staff) who are violating these rights should be made aware of their violations.&lt;br /&gt;
&lt;br /&gt;
If corrective action is not taken by the staff, [[Central Command]] should be alerted to this failure.&lt;br /&gt;
&lt;br /&gt;
====Harassment====&lt;br /&gt;
Harassment is unwelcome conduct that is based on species, race, color, religion, sex (including pregnancy), national origin, age, disability, or genetic information. Harassment is against SolGov law.&lt;br /&gt;
&lt;br /&gt;
Harassment is against [[Corporate_Regulations#Low_Level_Infractions|Corporate Regulations]] already, but becomes '''unlawful''' to SolGov when enduring the offensive conduct becomes a condition of continued employment, and the conduct is severe or pervasive enough to create a work environment that a reasonable person would consider intimidating, hostile, or abusive. Anti-discrimination laws also prohibit harassment against individuals in retaliation for filing a discrimination charge, testifying, or participating in any way in an investigation, proceeding, or lawsuit under these laws; or opposing employment practices that they reasonably believe discriminate against individuals, in violation of these laws.&lt;br /&gt;
&lt;br /&gt;
Petty slights, annoyances, and isolated incidents (unless extremely serious) will not rise to the level of illegality, but may still violate company policy.&lt;br /&gt;
&lt;br /&gt;
Offensive conduct may include, but is not limited to, offensive jokes, slurs, epithets or name calling, physical assaults or threats, intimidation, ridicule or mockery, insults or put-downs, offensive objects or pictures, and interference with work performance. Harassment can occur in a variety of circumstances, including, but not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
*The harasser can be the victim's supervisor, a supervisor in another area, an agent of the employer, a co-worker, or a non-employee.&lt;br /&gt;
*The victim does not have to be the person harassed, but can be anyone affected by the offensive conduct.&lt;br /&gt;
*Unlawful harassment may occur without economic injury to, or discharge of, the victim.&lt;br /&gt;
&lt;br /&gt;
Prevention is the best tool to eliminate harassment in the workplace. NanoTrasen encourages all employees to take appropriate steps to prevent and correct harassment. Employees should feel free to raise concerns and be confident that those concerns will be addressed.&lt;br /&gt;
&lt;br /&gt;
Employees are encouraged to inform the harasser directly that the conduct is unwelcome and must stop. Employees should also report harassment to Internal Affairs at an early stage to prevent its escalation. Remember that Internal Affairs is not hired to protect the company, and that if someone within the company is complicit in harassment, it is in the long-term benefit of NanoTrasen to take corrective measures up to and including termination of the harasser.&lt;br /&gt;
&lt;br /&gt;
===Violations of Standard Operating Procedure===&lt;br /&gt;
If Standard Operating Procedure is being ignored by an individual or group of individuals, it should be brought to the attention of that party's superior. For example, if there are medical staff are not compliant with the NanoTrasen Dress Code, then the [[Chief Medical Officer]] should be informed.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is involved with the violation, or fails to take corrective action against subordinates, the [[Colony Director]] should be alerted to the infraction, noting that the relevant head of staff had already been contacted.&lt;br /&gt;
&lt;br /&gt;
If the Colony Director is involved with the violation, or fails to take corrective action against subordinates, [[Central Command]] should be informed when possible, noting any previous efforts to bring the problem to the attention of command staff already present.&lt;br /&gt;
&lt;br /&gt;
Note that there may be extenuating circumstances in which Standard Operating Procedure is ignored. An Internal Affairs agent should still make note of such an incident, but they should also provide full context as to ''why'' Standard Operating Procedure was not followed, whether deliberately or not. The reason for this is that Standard Operating Procedure may be updated to lend guidance on future incidents if NanoTrasen deems it worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent may personally recommend additions, edits, and removals to Standard Operating Procedure based on the findings of their investigation.&lt;br /&gt;
&lt;br /&gt;
===Violations of Corporate Regulation===&lt;br /&gt;
If [[Corporate Regulation]] is being ignored by an individual or group of individuals, it should be brought to the attention of [[Security]].&lt;br /&gt;
&lt;br /&gt;
If Security is involved with the violation, or fails to take corrective action against offending parties, the [[Head of Security]] should be alerted to the infraction, noting the failure of their subordinates.&lt;br /&gt;
&lt;br /&gt;
If the Head of Security is involved with the violation, or fails to take corrective action against offending parties, the [[Colony Director]] should be alerted to the infraction, noting the failure of their subordinates.&lt;br /&gt;
&lt;br /&gt;
If the Colony Director is involved with the violation, or fails to take corrective action against offending parties for at least a [[Corporate_Regulations#High_Level_Infractions|high infraction]] or worse, [[Central Command]] should be alerted immediately.&lt;br /&gt;
&lt;br /&gt;
Note that there may be extenuating circumstances in which Corporate Regulation is ignored, and note that the Colony Director is allowed to issue pardons. If a pardon is issued, an Internal Affairs agent should still report the incident to CentCom, but the urgency of doing so is greatly reduced. Any pardons issued should be mentioned in the report, as well as why they were issued. The reason for this is that Corporate Regulations may be updated to account for future incidents if NanoTrasen deems it worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent may personally recommend additions, edits, and removals to Corporate Regulations based on the findings of their investigation.&lt;br /&gt;
&lt;br /&gt;
===Altering Company Policy, Regulation, and Procedure===&lt;br /&gt;
As mentioned previously, an Internal Affairs Agent is able to '''suggest''' changes to documents found on the company wiki, and these changes will be reflected in any physical documents that are distributed to employees.&lt;br /&gt;
&lt;br /&gt;
Changes should be made in the event that a contradiction, error, or oversight is discovered among [[#|Standard Operating Procedure]] and [[Corporate Regulations]]. These two documents are often updated independently of each other, and sometimes references between these documents do not align as they should. References might be missing, topics may refer to defunct policies, a frequent issue is not accounted for, etc. Bring these problems to the attention of [[Central Command]], and offer your suggestions as to how the wording of these documents can be improved.&lt;br /&gt;
&lt;br /&gt;
Note that suggested changes should '''not''' be based on one specific post; they should account for stations and facilities all across NanoTrasen's corporate network. Site-specific rules may be employed for a particular location based on the needs and circumstances of that location. Internal Affairs Agents should ask and make note of any such rules that may contradict or add to these otherwise company-wide procedures.&lt;br /&gt;
&lt;br /&gt;
===Applying for Permits===&lt;br /&gt;
Any permits that the crew wishes to apply for can be done through an Internal Affairs Agent, who will guide you through the application process, and then forward the application to the department responsible for processing that application.&lt;br /&gt;
&lt;br /&gt;
====Weapon Permits====&lt;br /&gt;
There are weapon permits. Temporary permits are issued at the discretion of the [[Head of Security]], and are good for up to one shift.&lt;br /&gt;
&lt;br /&gt;
====Medical Prescriptions====&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of medical prescriptions. Internal Affairs is not a medically qualified entity, and may not play any role in ''obtaining'' a medical prescription. Anyone seeking to obtain a prescription should make an appointment with the medical department for an evaluation. However, in the event that an already valid prescription is being denied treatment, then an employee's labor rights are being violated. The Chief Medical Officer, the [[Colony Director]], ''and'' [[Central Command]] should be contacted immediately and simultaneously, as failure to provide treatment could result in a medical emergency.&lt;br /&gt;
&lt;br /&gt;
===Company Events===&lt;br /&gt;
Internal Affairs will often be involved in the planning and execution of company events including (but not limited to) awards ceremonies, training seminars, employee cookouts, weddings, birthday parties, and other special functions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=620</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Standard_Operating_Procedure&amp;diff=620"/>
		<updated>2020-09-06T08:27:17Z</updated>

		<summary type="html">&lt;p&gt;Izac112: SOP port after staff meeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
(( Players reading this page should keep in mind '''THESE ARE NOT OOC RULES!''' These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[ Server Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Galactic Labor Rights ==&lt;br /&gt;
As per the conditions of the United Sol Government Declaration of Sentient Rights, all employees are granted certain rights.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police. ))&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Corporate Regulations]] &amp;amp;sect;123.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Privacy Policy ==&lt;br /&gt;
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Colony Director or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Sol Central court and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Corporate Regulations]] &amp;amp;sect;221.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Visitor Policy ==&lt;br /&gt;
The Colony Director or Acting Colony Director of the Yawn Station retains all authority to permit or deny visitors not sent directly from the company.* The Colony Director or Acting Colony Director may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process is the Colony Director required to submit a fax to Central, but he or she may do so at any time if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
Security is permitted to search each visitor to Yawn Station upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted.&lt;br /&gt;
A restricted item must either be:&lt;br /&gt;
A) Given to security for safe keeping.&lt;br /&gt;
B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted.&lt;br /&gt;
Security may not remove items from the docked vessel without explicit permission from the vessel's owner.&lt;br /&gt;
&lt;br /&gt;
All visitors to Yawn Station are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the visitor removed from the restricted zone at any time.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Off-Duty Crew Policy ==&lt;br /&gt;
&lt;br /&gt;
Off-Duty Crew are considered to be the same as regular visitors to the station. The NanoTrasen Visitor Policy applies to Off-Duty Crew. As such they are allowed free access to all public areas of the station. Additionally, they are permitted to enter restricted areas with permission from the relevant Head of Staff or Colony Director. The Head of Staff retains the right to have the Off-Duty Crew removed from the restricted zone at any time. &lt;br /&gt;
&lt;br /&gt;
Off-Duty Crew do not retain any of their privileges, access, job specific gear/tools/weapons, authority, departmental clothing, departmental identifiers, departmental radios, departmental PDA cartridges, or anything else relating them to the department they represent On-Duty when going Off-Duty. You do not represent your department while off duty. You are choosing to be at your place of employment while not being on the clock. You are free to talk to the crew, or use the facilities, but you are not to interfere or take things from your department while you are visiting. Contraband laws still apply to you, as such you would no longer have your Engineers Pass to have Insulated Gloves, or your Security Pass to carry a baton as an example. Tool-Storage is for On-Duty Crew. While you may have access to Tool-Storage while off Duty, you should not be making off with tools from it while Off-Duty. You have tools at your disposal while On-Duty.&lt;br /&gt;
&lt;br /&gt;
Being Off-Duty means you no longer represent your Department. You should either bring a change of clothes with you if you intend to go Off-Duty while on the station, or you should expect to buy a set of clothes while on station from one of the clothes vendors. Departmental clothing is any clothing with the department name on it. Such as a Security KHI suit, or an Engineering Jumpsuit. If you wear a pair of Jeans as an Engineer, you will just be required to shed any accessories such as an Orange Armband or Engineers Beret. If you wish to store your Departmental Equipment and Clothing while Off-Duty, you may make use of the Lockers in your department, or use one of the Public Access lockers located around the station. All time clocks are in public areas. This means you may leave your job gear in your Department, and go Off-Duty. When you decide to go On-Duty again, you may go to the time clock, get your Access back, and then go into your Department to retrieve your stuff.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Dress Code ==&lt;br /&gt;
Certain positions within NanoTrasen are expected to maintain a specific dress code. The strictness of these codes are ''Enforced'', ''Recommended'', and ''Suggested''. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Failure or refusal to adhere to an enforced dress code may result in suspension or termination.&lt;br /&gt;
** Security staff are enforced to wear Security clothing, or any clothing with dominant colors of red and black, or red and blue. If an individual has a nudity permit, they must at least wear a red security armband, appropriate security-issue outerwear, or a security hat. This is to ensure security is easily identifiable.&lt;br /&gt;
** Medical staff are enforced to wear sterile lab clothing while working in Medical's facilities. Even if you have a nudity permit, you must cover up with a sterile lab coat and latex gloves while treating patients.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to recommended dress code may result in suspension or termination only if an accident results from disobeying the dress code.&lt;br /&gt;
** Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
** Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
&lt;br /&gt;
*Failure or refusal to adhere to suggested dress codes are not valid grounds for punishment, but may result in a lack of respect from co-workers.&lt;br /&gt;
** Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
** Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
** Colony Director and Head of Personal are suggested but not enforced to wear their issued uniforms while on duty, or at least their hats. This is to ensure commanders are easily identifiable.&lt;br /&gt;
&lt;br /&gt;
Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Residential Code ==&lt;br /&gt;
Residential Area&lt;br /&gt;
People who wish to go to the residential area must first store their equipment and set themselves as off-duty. After which they are required to go through a full security search. All job related gear is taken, except for ID, PDA, Bag and their uniforms. Bags produced by research (bluespace bags) are not allowed to be brought to the residential area either, as well as any NT equipment.&lt;br /&gt;
Here is a list of ALLOWED items to be brought over, everything else must be left at the security checkpoint.&lt;br /&gt;
* ID and PDA.&lt;br /&gt;
* Uniforms, clothing.&lt;br /&gt;
* Laptops and tablets.&lt;br /&gt;
* Purchased items (food, cigarettes, clothes/collars/etc).&lt;br /&gt;
* Civilian/Entertainment items (Toys, plushies, etc).&lt;br /&gt;
* Emergency box with proper emergency equipment inside.&lt;br /&gt;
&lt;br /&gt;
Once someone has left to the residential area, the officer that let them through must keep paperwork of who has left. Required information is as follow:&lt;br /&gt;
* Name of leaving person.&lt;br /&gt;
* Time left.&lt;br /&gt;
* Belongings taken from them (if any).&lt;br /&gt;
'''Once they have returned to station'''&lt;br /&gt;
* Time the person came back.&lt;br /&gt;
* Signature of the person.&lt;br /&gt;
&lt;br /&gt;
Returning people must also be searched, any items they should not have on them must be confiscated and brought back to the residential areas.&lt;br /&gt;
Here is a list of examples that should not be brought to the station.&lt;br /&gt;
* Medical kits and other medical equipments&lt;br /&gt;
* Spare equipment (light boxes, tools, etc)&lt;br /&gt;
* Anything else not in the ALLOWED list&lt;br /&gt;
&lt;br /&gt;
If there is no security, the HoP, Colony Director, or current Acting Colony Director with access is permitted to do the searches. Otherwise, no one is permitted to go through to the residential areas.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen Monetary Policy ==&lt;br /&gt;
''' NanoTrasen Bank Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
All employees are given a bank account for use aboard NanoTrasen facilities. These accounts are created immediately before their arrival and are deleted at the end of a standard work period, with all remaining funds in the account being transferred to the employee's personal banking account, or otherwise delivered to the employee in a method compliant with Galactic Labor Rights.&lt;br /&gt;
&lt;br /&gt;
The contents of a NanoTrasen Bank Account represents a portion of an employee's wages (the exact portion of which is defined by an individual's labor contract). NanoTrasen Bank Accounts should not be treated as personal bank accounts for any purpose other than use on NanoTrasen facilities during working hours.&lt;br /&gt;
&lt;br /&gt;
''' Department and Station Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to each employee's account, an account is available for each department, as well as one for the station itself. Every Head of Staff is given access to their department's account. These accounts should only be accessed for purposes directly related to the continued function of their respective department. NanoTrasen's Financial Department performs regular audits on how these funds are used, and misuse of these funds is grounds for immediate demotion or termination.&lt;br /&gt;
&lt;br /&gt;
Station vending machines also have an account. This account should only be accessed to issue charge backs if it can be proven that the purchased product was never received. &lt;br /&gt;
&lt;br /&gt;
''' Security Fines '''&amp;lt;br /&amp;gt;&lt;br /&gt;
Many violations of [[Corporate Regulations]] incur fines. These fines should be paid only by the offender, and should be immediately deposited into the Security Account, or otherwise held in a secure area if the account is not available. Members of Security should '''not''' take the fines for personal use. &lt;br /&gt;
&lt;br /&gt;
''' Service Staff '''&amp;lt;br /&amp;gt;&lt;br /&gt;
When charging for the goods and services provided by the Bar and Kitchen, the payments should be directed to the Service account, not the service staff's personal account. Service staff are free to request tips that they may use in their personal account, but they cannot make tips mandatory.&lt;br /&gt;
&lt;br /&gt;
Visitors, including Off-Duty personnel, should always be charged for food and drinks provided by the Bar and Kitchen.&lt;br /&gt;
&lt;br /&gt;
''' Suspension and Revocation of Accounts '''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Head of Personnel is trusted with the responsibility of handling station finances, including employee wages. If an employee refuses to perform the duties expected of them without an acceptable reason, or is otherwise dismissed or terminated, the Head of Personnel can suspend their account, preventing them from accessing the funds.  If an account is still suspended by the end of a standard work period, it will be submitted for review by NanoTrasen's Financial Department before action is taken.&lt;br /&gt;
&lt;br /&gt;
''' Theft of Funds '''&amp;lt;br /&amp;gt;&lt;br /&gt;
If an employee is found to have stolen, embezzled, or otherwise misappropriated funds from a NanoTrasen account, of either another employee's or a station account, they are to be charged with '''(§102) Petty Theft''' under [[Corporate Regulations]], or '''(§215) Grand Theft''' if the amount is in excess of 1,000 Thalers&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Weapons worn by security and heads of staff are to be hidden, except in emergencies.&lt;br /&gt;
* Specialized armor including shields are forbidden. Standard armor is permitted.&lt;br /&gt;
* Lethal weapons are forbidden among security staff without permits outside of the security wing.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the [[Head of Security]] or [[Colony Director]], if found with visible contraband, or if the individual is being processed for the brig.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Suit sensors are not mandatory.&lt;br /&gt;
&lt;br /&gt;
=== Code Yellow - Suspected External Security Threat ===&lt;br /&gt;
A minor security emergency has developed. Security personnel are to report to their supervisor for orders and may have weapons visible on their person. Privacy laws are still enforced.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Suspected Internal Security Threat ===&lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Colony Director, or a Head of Staff vote.  This alert level can be set at the Communications Console with a Colony Director level ID.&lt;br /&gt;
&lt;br /&gt;
''Security staff may have weapons visible, random searches are permitted.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons visible, but not drawn unless needed.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are recommended but not mandatory.&lt;br /&gt;
* Random body and workplace searches are allowed without warrant.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Employees are recommended but not required to comply with all security requests.&lt;br /&gt;
* Suit sensors are mandatory, but coordinate positions are not required.&lt;br /&gt;
&lt;br /&gt;
=== Code Violet - Major medical Emergency ===&lt;br /&gt;
A major medical emergency has developed. Medical personnel are required to report to their supervisor for orders, and non-medical personnel are required to obey all relevant instructions from medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Orange - Major Engineering Emergency ===&lt;br /&gt;
A major engineering emergency has developed. Engineering personnel are required to report to their supervisor for orders, and non-engineering personnel are required to evacuate any affected areas and obey relevant instructions from engineering staff.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Confirmed Threat ===&lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.&lt;br /&gt;
&lt;br /&gt;
''Security staff to be on high alert, random searches are permitted and recommended.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security may have weapons drawn at all times.&lt;br /&gt;
* Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS. &lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
* Random body and workplace searches are allowed and recommended.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be bolted down.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* Suit sensors and coordinate positions are mandatory.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Emergency Response Team]] may be authorized. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
=== Code Delta - Imminent Destruction ===&lt;br /&gt;
Scorched Earth policy now in effect. Confirmed threat has the potential to threaten the total destruction of not only the station, but planetside facilities, and other NanoTrasen installations in the sector. Issued by Central Command per request of the Colony Director or surviving heads of staff. This alert level can only be set by NanoTrasen giving the nuclear device authorization codes. The Colony Director must ready the nuclear device for detonation, or die trying.&lt;br /&gt;
&lt;br /&gt;
''Martial Law now in effect. Failure to comply may result in capital punishment.''&lt;br /&gt;
&lt;br /&gt;
Security:&lt;br /&gt;
* Security must have weapons drawn at all times.&lt;br /&gt;
* Security's first priority is to assist the Colony Director in preparing the nuclear device.&lt;br /&gt;
* Security's second priority is to evacuate all surviving crew.&lt;br /&gt;
* Security's third and final priority is to defend the evacuation against any and all threats, even if it means being left behind.&lt;br /&gt;
* Weapon restrictions on normal crew are lifted, and any crew with a weapon should be conscripted to assist with protecting the evacuation.&lt;br /&gt;
* Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.&lt;br /&gt;
&lt;br /&gt;
Locations:&lt;br /&gt;
* Secure areas must be evacuated of any irreplaceable equipment, such as important artifacts, exotic alien technology, or sensitive intelligence that hasn't been turned over to Central Command.&lt;br /&gt;
&lt;br /&gt;
Crew:&lt;br /&gt;
* [[Suit sensors]] and coordinate positions are mandatory.&lt;br /&gt;
* Employees not involved with Security are to evacuate immediately.&lt;br /&gt;
* Employees are required to comply with all security requests.&lt;br /&gt;
* [[Asset Protection]] will be deployed. All crew are to comply with their orders, including the Colony Director.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&lt;br /&gt;
&lt;br /&gt;
== Crisis Management ==&lt;br /&gt;
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Lockdown/Quarantine ===&lt;br /&gt;
* Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.&lt;br /&gt;
* The [[Colony Director]] must announce the lockdown for it to be valid.&lt;br /&gt;
* All entrances and exits to the facility must be guarded by armed Security personnel.&lt;br /&gt;
* All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.&lt;br /&gt;
** Try to stay out of sight of the threat.&lt;br /&gt;
** If desperate, a locker is better than nothing.&lt;br /&gt;
* Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.&lt;br /&gt;
* The shuttle may '''not''', under any circumstance, be called during a lockdown.&lt;br /&gt;
* Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.&lt;br /&gt;
&lt;br /&gt;
=== Station-wide Power Failure ===&lt;br /&gt;
* Have emergency internals worn at all times, in case of decompression.&lt;br /&gt;
* If trapped, suit sensors recommended to be set to tracking mode.&lt;br /&gt;
* Security must lock down high security areas by means of armed guards.&lt;br /&gt;
* Engineering should distribute spare power cells as soon as possible.&lt;br /&gt;
** Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.&lt;br /&gt;
** Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.&lt;br /&gt;
* Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.&lt;br /&gt;
* Medical must locate and rescue any trapped crew members.&lt;br /&gt;
** Crowbars can be used to open blocked doors.&lt;br /&gt;
* Activate auxiliary power systems such as solars and backup generators.&lt;br /&gt;
* Encourage the crew to ration power by turning off light switches in unused rooms.&lt;br /&gt;
** '''Do not''' allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless ''absolutely necessary''.&lt;br /&gt;
* Identify the cause of the power failure.&lt;br /&gt;
* Resolve the cause of the power failure.&lt;br /&gt;
** Make necessary repairs.&lt;br /&gt;
** Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.&lt;br /&gt;
&lt;br /&gt;
If power cannot be restored due to severe damage to the station, it is up to the discretion of the [[Chief Engineer]] how to proceed, either by repairing the station, calling the [[Emergency Response Team]], or by evacuating the station.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 Biohazard ([[Solar Grub]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is ''not'' NanoTrasen property, it is assumed to be detrimental to crew operations.&lt;br /&gt;
* A quarantine is not necessary. Solar grubs will not leave the station so long as there is power to draw from it, meaning they are easy to contain.&lt;br /&gt;
* Security level does not need to be elevated.&lt;br /&gt;
* All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.&lt;br /&gt;
* Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.&lt;br /&gt;
* Multitools should be distributed to as many volunteering crew members as possible.&lt;br /&gt;
* If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.&lt;br /&gt;
* Solar grub larva can be killed on sight. They aren't directly dangerous to crew.&lt;br /&gt;
* Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.&lt;br /&gt;
* Robotics staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Security to sweep the station, to exterminate or contain all solar grubs until the power grid is no longer affected. &lt;br /&gt;
* Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves.&lt;br /&gt;
* If more than 30 minutes pass without a solar grub being found, yet the station is still experiencing serious power issues, ensure that Xenobiology is not attempting to contain a live solar grub while failing to isolate it from the station's main power grid. If problems still persist, isolate the subgrids from each other for increased accuracy of grub prediction.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 Biohazard ([[Xenomorph]]s) ===&lt;br /&gt;
The following procedures are intended for life forms ''not'' deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the [[Xenobiologist]], it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is ''not'' NanoTrasen property, it is assumed to be hostile and dangerous.&lt;br /&gt;
&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* [[Emergency Response Team]] to be called for assistance.&lt;br /&gt;
* Security to establish and guard a safe zone, weld vents closed, and guard choke points.&lt;br /&gt;
* All crew immediately join together in groups, preferably under the protection of armed personnel.&lt;br /&gt;
* All crew evacuate to an established safe zone.&lt;br /&gt;
* Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.&lt;br /&gt;
* Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.&lt;br /&gt;
* Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.&lt;br /&gt;
* Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.&lt;br /&gt;
* If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should security level reach code delta.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 Biohazard (Blob) ===&lt;br /&gt;
* Security level elevated to code red.&lt;br /&gt;
* All crew immediately begin searching the station for the source of the outbreak.&lt;br /&gt;
* Upon locating the source, the Colony Director is to be informed.&lt;br /&gt;
* Security and Engineering contain outbreak with a combination of emitters and laser weapons.&lt;br /&gt;
* Medical staff immediately prepare for casualties resulting from the outbreak.&lt;br /&gt;
* Colony Director must be on standby to prime the nuclear device for detonation should containment fail.&lt;br /&gt;
* Any crew unable to fight must be ready to evacuate the station should containment fail.&lt;br /&gt;
&lt;br /&gt;
=== Malfunctioning AI ===&lt;br /&gt;
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.&lt;br /&gt;
* Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.&lt;br /&gt;
* Comply with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.&lt;br /&gt;
* If the AI's corrupted laws are dangerous, and create a conflict with other laws, point this conflict out to the AI, and it should hopefully cause a system stalemate, buying you time to do repairs.&lt;br /&gt;
** This doesn't always work due to stalemate resolution protocols, but it's worth a try.&lt;br /&gt;
* Attempt to reset the AI's laws.&lt;br /&gt;
** The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.&lt;br /&gt;
** If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.&lt;br /&gt;
** Use the board specifically labeled 'Reset', or you will only change the base laws, rather than remove the corrupted laws.&lt;br /&gt;
* Ask the AI to state laws to ensure changes have been applied.&lt;br /&gt;
** If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.&lt;br /&gt;
** If after three attempts, reset fails, the AI is considered rogue.&lt;br /&gt;
* Monitor the AI's behavior after laws are reset, to ensure no further suspicious behavior is exhibited.&lt;br /&gt;
&lt;br /&gt;
=== Rogue AI ===&lt;br /&gt;
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.&lt;br /&gt;
* For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult.&lt;br /&gt;
* Alert Central Command immediately via command and communications console emergency message function.&lt;br /&gt;
** Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.&lt;br /&gt;
** Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.&lt;br /&gt;
** Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.&lt;br /&gt;
** Establish meeting areas where the crew may safely plan a response, preferably away from cameras.&lt;br /&gt;
** Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.&lt;br /&gt;
* All security should be armed with lethal weapons, internals, and insulated gloves if possible.&lt;br /&gt;
* If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.&lt;br /&gt;
* Assault the AI's core, destroying turrets as you progress.&lt;br /&gt;
* Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).&lt;br /&gt;
* If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.&lt;br /&gt;
* Debrief Central Command via command and communications console emergency message function.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.&lt;br /&gt;
&lt;br /&gt;
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).&lt;br /&gt;
&lt;br /&gt;
Bodies are to be brought back to Central Command for processing if possible.&lt;br /&gt;
&lt;br /&gt;
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.&lt;br /&gt;
&lt;br /&gt;
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.&lt;br /&gt;
&lt;br /&gt;
== Cargo and Logistics ==&lt;br /&gt;
NanoTrasen provides a collection of &lt;br /&gt;
&lt;br /&gt;
Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
=== Blueshield Equpiment ===&lt;br /&gt;
Note for cargo personnel, Ordering any [[Blueshield_Guard|Blueshield Guard]] equipment (Yes that includes the uniforms) should and will instantly count as [[Corporate_Regulations#Medium_Level_Infractions|§215 Grand Theft]] if it was not requested by a Blueshield, and in the case that anyone except a Blueshield possess any of items that came from those crates it shall and will be counted as [[Corporate_Regulations#Medium_Level_Infractions|§212 Major Contraband]], theses infractions will stack if they both where committed by the same person, these charges can not be dropped as the offended party is Central Command.&lt;br /&gt;
&lt;br /&gt;
Blueshield equipment is specifically made and issued to one of the most trusted and loyalty implanted people and has no business being in the hand of regular crewmen including Heads and security personnel.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be sent a copy of the Item Request Form through the mail system. It is not required to go through all of this, but if the goods you ordered fall into the wrong hands, and it's ''your'' name on the order form, you will be liable if you cannot prove you did all the necessary procedures to ensure the order reached its destination. These procedures are more to protect yourself from liability so &lt;br /&gt;
&lt;br /&gt;
Internal Affairs doesn't complain.&lt;br /&gt;
&lt;br /&gt;
Orders stamped with a head of department's stamp should take precedence over any orders without a stamp, and should be ordered first. In order of precedence from most to least important: Central Command stamp, Colony Director's stamp, Head of Personnel's stamp, Quartermaster's stamp, then finally, any other Head of Staff's stamp.&lt;br /&gt;
&lt;br /&gt;
As a Cargo Technician, anything that is stamped with the Quartermaster's stamp or above should be automatically approved once any suspicions (if any) are resolved. The reason why is that the Quartermaster, Head of Personnel, the Colony Director, and Central Command all directly outrank you and can override you and order the item themselves if you refuse, and then probably fire you. As long as there's a stamp on the request form and the request was ordered in their name, you are not liable for whatever happens.&lt;br /&gt;
&lt;br /&gt;
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the order was made by someone who directly outranks you (as explained above) you need only require a confirmation of identity with both a stamp and a valid signature, and the order may be approved. If the suspicious request was made by someone who does not directly outrank you, contact the Head of Security and confirm the customer's identity before proceeding.&lt;br /&gt;
&lt;br /&gt;
If the order is not automatically approved, then it is up to you whether the order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space? &amp;lt;s&amp;gt;Does that fatass Unathi really need another box of monkeys to gorge herself on?&amp;lt;/s&amp;gt; If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it. Either way, begin with the following steps:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Virgo Orbital Research Establishment&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Department of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee's Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Open the cargo computer and accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle. If not, approve or decline the orders and follow the prior steps until there are no more requests. Keep an eye on the remaining cargo points each time a request is approved. If there aren't enough, confirm any requests that are more important to the customer first.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are four methods of delivery: Pickup, mail, MULE, or courier. By default, cargo is pickup. '''Dangerous cargo is ''pickup only''.''' Dangerous cargo is listed below, and is to be returned to Central Command if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
* Authentication Key Pinpointer crate&lt;br /&gt;
* Electromagnetic weapons crate&lt;br /&gt;
* Incendiary weapons crate&lt;br /&gt;
* Phoron gas canister&lt;br /&gt;
* Supermatter Core&lt;br /&gt;
* Predatory Animal Crates&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if nessicary. '''Do not''' open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer's department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. MULE-delivered orders are to be loaded onto a MULE bot, turned on, and controlled using your PDA or manual input of destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination, and if dealing with multiple orders, the cargo train can be used.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. The Quartermaster is responsible for stamping manifests and returning them to Central Command.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to Central Command. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to Central Command.&lt;br /&gt;
# You're done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
''&amp;lt;small&amp;gt;This section is incomplete. Assign Central Command intern to complete this section at a later date.&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Permit for Renovation ===&lt;br /&gt;
* Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.&lt;br /&gt;
* A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.&lt;br /&gt;
* When the blueprint and permit is approved, you will be contacted by a Central Command representative.&lt;br /&gt;
&lt;br /&gt;
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit [https://github.com/Yawn-Wider/YWPolarisVore/ Github]. ))&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
* Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.&lt;br /&gt;
* Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.&lt;br /&gt;
* Local protective shielding for specific areas may be deployed freely where they do not impede station operations.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* Atmospheric Technicians and Engineers are to remove hazard.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Containment Failure ===&lt;br /&gt;
* Observation of Singularity movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown Imminent ===&lt;br /&gt;
* Eject the Core.&lt;br /&gt;
* Chief Engineer has to submit an incident report to Internal Affairs.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter Meltdown ===&lt;br /&gt;
* Evacuate engineering and inform the CMO.&lt;br /&gt;
* Set up secondary power sources such as the solar arrays or the singularity if available.&lt;br /&gt;
* Demotion of Chief Engineer and repair of Engineering department.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position. &lt;br /&gt;
#I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care. &lt;br /&gt;
#I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is '''not''' to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Medical Officer. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.&lt;br /&gt;
&lt;br /&gt;
For example, if someone comes to medbay asking for someone else to be cloned, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot &lt;br /&gt;
&lt;br /&gt;
☀legally arrest you for failure to follow orders. Only the Chief Medical Officer may override this policy and only under the most urgent of circumstances. The Colony Director may only override it himself if no CMO is present.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CMO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.&lt;br /&gt;
* Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).&lt;br /&gt;
&lt;br /&gt;
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.&lt;br /&gt;
&lt;br /&gt;
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.&lt;br /&gt;
&lt;br /&gt;
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Spill ===&lt;br /&gt;
Upon announcement of a phoron spill, respond immediately, following these steps:&lt;br /&gt;
# Get a cryobag. Be prepared to deal with a patient who has most likely panicked.&lt;br /&gt;
# Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.&lt;br /&gt;
# Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. '''Do not''' under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.&lt;br /&gt;
# Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.&lt;br /&gt;
# If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.&lt;br /&gt;
# Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.&lt;br /&gt;
# After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In '''all''' cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.&lt;br /&gt;
&lt;br /&gt;
* '''Always''' attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as &amp;quot;Do Not Revive&amp;quot; (DNR) in their medical records. The presence of these records implies they want to be revived.&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by [[Corporate Regulations]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.&lt;br /&gt;
# Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).&lt;br /&gt;
# Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.&lt;br /&gt;
&lt;br /&gt;
== Research and Development ==&lt;br /&gt;
=== Contraband Policy ===&lt;br /&gt;
* Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per [[Corporate Regulations]] &amp;amp;sect;212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.&lt;br /&gt;
** All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.&lt;br /&gt;
** The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.&lt;br /&gt;
** If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.&lt;br /&gt;
* Explosives and launchers are to be handled with a bomb suit worn at all times.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.&lt;br /&gt;
* Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.&lt;br /&gt;
* Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but '''only''' to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, Explosive Ordnance Disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented into space.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.&lt;br /&gt;
* Decontamination and medical examination.&lt;br /&gt;
&lt;br /&gt;
=== Scientific Expeditions ===&lt;br /&gt;
* Gateway/Shuttle expeditions are to be organized by the Pathfinder and authorized by the Pathfinder, Research Director or Colony Director, unless CentComm commands otherwise. Failing the presence of a Pathfinder, a Research Director may organize an expedition. (Requiring the authorization of the Colony Director if one is present) If two or more Explorer crewmembers wish to embark on an expedition when no Pathfinder or Research Director is available, they may do so after faxing notice of their intent to Central Command. The Colony Director should not be starting expeditions on their own without orders directly from Central Command.&lt;br /&gt;
* If the Expedition Leader insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.&lt;br /&gt;
* Heads of staff excluding the Research Director should &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be participating in gateway missions without explicit consent of the Colony Director.&lt;br /&gt;
&lt;br /&gt;
====Initial Away Team====&lt;br /&gt;
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.&lt;br /&gt;
* Either the Pathfinder, or the Research Director, acting as the leadership role for the expedition. In instances where both the Pathfinder and Research Director are out on the planet's surface, the Pathfinder retains command of the expedition, if the Pathfinder is incapacitated, the Research Director assumes command.&lt;br /&gt;
* All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored with whatever equipment Research can provide. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.&lt;br /&gt;
* An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift. &lt;br /&gt;
* A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes. This can be the Research Director but it is preferred that a normal scientist come along instead or in addition to the Research Director. It may be better, however, if the scientist arrives after the site is cleaned and prepared. &lt;br /&gt;
* A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.&lt;br /&gt;
* If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.&lt;br /&gt;
* A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties. &lt;br /&gt;
*Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.&lt;br /&gt;
* It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.&lt;br /&gt;
* All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.&lt;br /&gt;
* The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.&lt;br /&gt;
* Magboots are recommended but not required.&lt;br /&gt;
* As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.&lt;br /&gt;
* Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.&lt;br /&gt;
* If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.&lt;br /&gt;
* Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Research Director, or if the research director is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.&lt;br /&gt;
* Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.&lt;br /&gt;
* All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.&lt;br /&gt;
* At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can '''only''' be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures '''must''' be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may '''never''' sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.&lt;br /&gt;
&lt;br /&gt;
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.&lt;br /&gt;
&lt;br /&gt;
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.&lt;br /&gt;
&lt;br /&gt;
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit '''at any time''' if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.&lt;br /&gt;
&lt;br /&gt;
When dealing with an individual who is in possession of anything normally deemed contraband that does ''not'' serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per [[Corporate Regulations]] &amp;amp;sect;118 and/or &amp;amp;sect; 212.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* '''The Brig''': The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* '''Robust''': As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* '''Shitcurity''': Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.&lt;br /&gt;
* '''Lethals''': Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* '''Non-lethals''': Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* '''Use of Force''': Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* '''Shoot-to-Stun''': Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is ''shoot''-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* '''Shoot-to-Disable''': Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* '''Shoot-to-Kill''': Using lethal weapons, engaging a target until the target is neutralized. This doesn't actually mean you ''have'' to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* '''Armed''': Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* '''Contraband''': Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Corporate Regulations]]. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Corporate Regulations]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes outside the facility, shoot-to-kill is authorized for any personnel who go out to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jet packs if they are in space. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the armory, vault, gateway, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under [[Corporate Regulations]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill '''excluding''' the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.&lt;br /&gt;
* The vault is the most important area to protect, and guards can ideally be posted at the security office near it. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel that are discovered attempting to breach the AI core is shoot to kill.&lt;br /&gt;
* The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Corporate Regulations]] for rules that carry fines or brig time.&lt;br /&gt;
&lt;br /&gt;
See also Legal Standard Operating Procedure for information regarding tribunals.&lt;br /&gt;
&lt;br /&gt;
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Corporate Regulations]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it's good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Read [[Corporate Regulations]] out loud for every valid charge, and update their security record accordingly.&lt;br /&gt;
# After you have read the charges you should state the following word-for-word: ''&amp;quot;According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected.&amp;quot;'' If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Corporate Regulations]] for details. Anything else ''not'' considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
# Calculate sentencing based on the total charges. '''Do not''' charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you ''can'' charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers &amp;amp; Special Situations.&lt;br /&gt;
# Update the prisoner's security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner's status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to an Internal Affairs Agent for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to be allowed to send fax to Central Command if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Standard Security Gear ===&lt;br /&gt;
Aside from what the normal crew is allowed, this is what security should be carrying under code green.&lt;br /&gt;
&lt;br /&gt;
==== Security Cadet / Security Conscript ====&lt;br /&gt;
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, [[Corporate Regulations]], and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.&lt;br /&gt;
* Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.&lt;br /&gt;
* Red armband, if they are not issued a security uniform.&lt;br /&gt;
* Whatever equipment is deemed necessary by the HoS depending on circumstance.&lt;br /&gt;
* '''No weapons are allowed for security cadets outside of code red or worse.'''&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of '''all''' kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.&lt;br /&gt;
* Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.&lt;br /&gt;
* Security softcap (Optional)&lt;br /&gt;
* Standard Security helmet, kept in backpack unless responding to a call.&lt;br /&gt;
* Standard Security armored vest&lt;br /&gt;
* Standard Security HUD glasses or equivalent&lt;br /&gt;
* R.O.B.U.S.T. PDA cartridge&lt;br /&gt;
* Security belt&lt;br /&gt;
* Security caution tape&lt;br /&gt;
* Flasher&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Taser*&lt;br /&gt;
* Standard NT issued .45 pistol, rubber or flash rounds only.** ***&lt;br /&gt;
* Flashbang&lt;br /&gt;
* Hailer&lt;br /&gt;
* Minimum 1 pair of handcuffs&lt;br /&gt;
* Universal recorder (Optional)&lt;br /&gt;
* Basic First Aid supplies (Optional)&lt;br /&gt;
* Emergency light source (flare or flashlight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;* A stun revolver can be substituted for a taser without any special permissions.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;** Use is still punishable by excessive use of force if used to the point of badly injuring someone.&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;*** Does not count against the security officer as a lethal weapon under green alert if only loaded with flash or rubbers.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With explicitly written permission from the Head of Security or Colony Director, ''any'' firearm may be carried during code green by ''any'' personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.&lt;br /&gt;
* Detective attire in place of Security uniform.&lt;br /&gt;
* Standard Security armored vest (optional)&lt;br /&gt;
* Forensic Scanner&lt;br /&gt;
* Black or latex gloves&lt;br /&gt;
* Evidence bags&lt;br /&gt;
* Universal recorder&lt;br /&gt;
* Camera&lt;br /&gt;
* .45 caliber or 9mm automatic handgun with LTL rounds.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.&lt;br /&gt;
* Warden attire in place of Security uniform&lt;br /&gt;
* Warden armored jacket (standard security armored vest is an acceptable substitute)&lt;br /&gt;
* Box of handcuffs&lt;br /&gt;
* While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.&lt;br /&gt;
* Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.&lt;br /&gt;
* Head of Security attire in place of Security uniform.&lt;br /&gt;
* Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.&lt;br /&gt;
* While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.&lt;br /&gt;
* Outside of the security wing, one or two lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.&lt;br /&gt;
* ''At least'' one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.&lt;br /&gt;
&lt;br /&gt;
==== Head of Personnel ====&lt;br /&gt;
The Head of Personnel is '''not''' a member of Security and should ''never'' be carrying any weapons aside from the energy pistol they have been supplied and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of [[Corporate Regulations]] §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they ''can'' give themselves all-access doesn't mean they are ''allowed'' to outside of an emergency.&lt;br /&gt;
&lt;br /&gt;
As an Acting Director, the Head of Personnel ''may'' legally carry a wider variety of firearms, but this is heavily discouraged.&lt;br /&gt;
&lt;br /&gt;
==== Colony Director ====&lt;br /&gt;
Because the Colony Director is in charge of the station, it is recommended that the Colony Director ''some'' kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.&lt;br /&gt;
* No more than '''one''' non-explosive lethal weapon is permitted for self-defense. However, possession of ''additional'' weapons (excluding standard issue energy pistol or equivalent) is considered a violation of [[Corporate Regulations]] §212. &lt;br /&gt;
* A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.&lt;br /&gt;
* Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, &amp;lt;s&amp;gt;digestion&amp;lt;/s&amp;gt; phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.&lt;br /&gt;
* Prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn't reasonable).&lt;br /&gt;
* Prisoner is given their last meal&lt;br /&gt;
* Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.&lt;br /&gt;
* For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
=== Modification of AI or Cyborg Laws ===&lt;br /&gt;
If Command wish to add, remove, or change laws, or it has been determined that the AI or Cyborg has had a law change that is '''non'''-threatening to the crew, or its command structure (such as calling a certain crewmember by a specific title or name, for example.), the law change must be authorized by either the Colony Director, or alternatively, '''Two''' command members. Ideally this should include the Research Director. The law change itself can be done by any Command member, but '''should''' be done by the Research Director or Chief Engineer. If the law change is done by anyone other than the Colony Director, Research Director, or Chief Engineer, they should also be accompanied by a Security Officer / Blueshield Officer to witness the law change.&lt;br /&gt;
&lt;br /&gt;
===Vacancy in the chain of command===&lt;br /&gt;
In the event that the Colony Director is absent, please refer to the the [[Chain of Command#Chain of Succession|Chain of Command]] guide book for more detailed instructions.&lt;br /&gt;
&lt;br /&gt;
===Promotion and Demotion===&lt;br /&gt;
Heads of staff are in charge of promotions and demotions within their respective departments, and both the [[Head of Personnel]] and [[Colony Director]] are expected to honor these requests unless under outstanding circumstances.&lt;br /&gt;
&lt;br /&gt;
Although some parts of [[Corporate Regulations]] list demotion and dismissal as a possible punishment, under no circumstance should the Head of Personnel honor a request to demote non-Security by the demand of the Head of Security alone. However, the severity of the infraction should be considered, and if necessary, the Colony Director or Acting Colony Director may enforce a demotion if the head of staff for the offending party's department refuses to do so.&lt;br /&gt;
&lt;br /&gt;
The Colony Director (and any Acting Colony Director) may promote or demote anyone for any reason (excluding nepotism or discrimination). No permission is required from any heads of staff for any changes of rank, but it is still considered courteous to ask.&lt;br /&gt;
&lt;br /&gt;
The [[Head of Personnel]] cannot promote or demote other heads of staff, but may promote or demote any other staff with the permission or at the request of their relevant head(s) of staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All staff may ask to be demoted down to and including resignation at any time, for any reason. However, if your resignation directly results in serious damage, injury, or fatalities, you are liable for the violation(s) of corporate regulations regardless of your resignation.&lt;br /&gt;
&lt;br /&gt;
'''On 'Acting' roles'''&lt;br /&gt;
&lt;br /&gt;
One thing to note about promotion to unique positions, such as heads of staff. Such promotions should be considered 'acting' roles, regardless of their actual title. In the event that someone arrives on the station with this role, any 'acting' roles are to defer their authority to the officially assigned role. So for example, if an engineer is promoted to 'Chief Engineer', they are the 'acting' head of staff for engineering. And then later, if a Chief Engineer arrives, the 'acting' Chief Engineer is to defer to the official Chief Engineer, up to and including removal of increased access and title if it is requested. &lt;br /&gt;
A crewman promoted to an acting head role is not considered for the ‘Acting Director’ role.&lt;br /&gt;
&lt;br /&gt;
===Refusal to change rank===&lt;br /&gt;
All staff may refuse a promotion.&lt;br /&gt;
&lt;br /&gt;
If a staff member is demoted by the appropriate superior, they are to be informed directly (in person, pda or via radio). Within no more than 10 minutes, the demoted individual must either report to the Head of Personnel to surrender their ID's access, or must surrender their ID to Security, or must surrender their ID to their own head of staff. If the staff member being demoted openly refuses to cooperate, or is unresponsive to news of their demotion after 10 minutes, Security may be dispatched at request of the demoted individual's current/former head of staff to locate the individual and confiscate their ID. If the individual continues to resist confiscation, they may be charged with  '''Exceeding Official Powers''' ([[Corporate Regulations#Medium Level Infractions|Corporate Regulations &amp;amp;sect;214]]).&lt;br /&gt;
&lt;br /&gt;
If a demotion has been performed for reasons believed to be unjustified, the demoted individual should cooperate with the demotion, but immediately file a complaint to the next highest person in the chain of command. For example, if your own head of staff demoted you, complain to the Colony Director. If the Colony Director demoted you, or rejects your complaint, complain to Central Command. If you are still rejected, the decision is final.&lt;br /&gt;
&lt;br /&gt;
===Unique roles===&lt;br /&gt;
In the event that it is deemed necessary, a head of staff may request to alter a subordinate's role to anything within their department, with any title they desire, so long as it does not cause any obvious confusion. Furthermore, multiple heads of staff may cooperate to create hybrid roles that have access to multiple departments, refer to employment records for qualifications.&lt;br /&gt;
&lt;br /&gt;
Please note that for the purposes of this particular section, a Quartermaster is considered a head of staff, and should be consulted prior to the creation of any unique or hybrid roles in the fields of cargo or mining operations.&lt;br /&gt;
&lt;br /&gt;
Hybrid roles should not be used to replace duties that are already covered by other staff. For example, a scientist should not be given mining access when there's perfectly good miners already present. Hybrid roles are meant to make current duties easier to fulfill, such as a Security Officer being given access to engineering because they are assigned to the security detail for a construction site.&lt;br /&gt;
&lt;br /&gt;
==Internal Affairs==&lt;br /&gt;
===Impartiality Clause===&lt;br /&gt;
An [[Internal Affairs]] Agent is not to serve the interests of any group or individual, including their own superiors up to and including [[NanoTrasen]] at the corporate level. Their only loyalty is to the rules as they are written, and to the party that follows them. Their job is only to ensure that those rules are being obeyed, and that if they are not, they make it known to those who can enact changes.&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent is not a lawyer, though many may come from a background in practicing law. They will only defend and protect a party who is following the rules of the company, and any laws that the company is supposed to follow.&lt;br /&gt;
&lt;br /&gt;
Any faults in those rules such as inconsistencies or oversights should be brought to the attention of [[NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent should never make assumptions of anyone's intentions, nor include speculation of intentions in any given report. The Internal Affairs Agent is to summarize the facts and ''only'' the facts in their report.&lt;br /&gt;
&lt;br /&gt;
===Employee Comments and Concerns===&lt;br /&gt;
If an employee wishes to address a matter with Internal Affairs, they must go to an Internal Affairs Office at their assigned station or facility. They should contact an Internal Affairs Agent in advance to let them know that they are coming.&lt;br /&gt;
&lt;br /&gt;
If an Internal Affairs Agent is not presently available on the station, your facility should have a fax machine available somewhere in public for you to contact [[Central Command]] directly. For general comments and positive feedback, Central Command will make note of your report and forward it to the relevant parties. For complaints and negative feedback, Central Command will usually send an Internal Affairs Agent to the station regardless of whether or not you have included these complaints in your fax. The Internal Affairs Agent will conduct an investigation for which the objective is merely to gather the facts.&lt;br /&gt;
&lt;br /&gt;
===Prisoner Comments and Concerns===&lt;br /&gt;
Prisoner comments and concerns will be handled in the same way as employee comments and concerns except in that a prisoner cannot come to the Internal Affairs Office. Instead, Security must arrange for the Internal Affairs Agent to meet with the prisoner in safety, but privacy.&lt;br /&gt;
&lt;br /&gt;
All NanoTrasen holding facilities are equipped with at least one visitor booth wherein an Internal Affairs Agent and a prisoner may meet face-to-face without having to be in direct physical contact. If such a facility is not available, and the Internal Affairs Agent does not feel comfortable conducting the interview elsewhere, the condition of safety has not been met. If a third party not participant in the interview is able to listen in, then the condition of privacy has not been met. Note that there is no reason for Security to require that a guard be kept directly in the room, as the prisoner's visitation facility already ensures safety of the Internal Affairs Agent.&lt;br /&gt;
&lt;br /&gt;
If safety or privacy cannot '''both''' be reasonably accommodated, the interview cannot proceed, and the reason why should be noted in your report.&lt;br /&gt;
&lt;br /&gt;
As a final note, bear in mind that an Internal Affairs Agent is at no point required to ''help'' a prisoner. Their only job is to decide whether or not the company rules were followed. If no wrongdoing occurred, the Internal Affairs Agent can decide not to bother filing a report, and may decide not to hear grievances from that prisoner in future.&lt;br /&gt;
&lt;br /&gt;
===Violations of Employee Rights===&lt;br /&gt;
If the [[Standard Operating Procedure##Galactic_Labor_Rights|Galatic Labor Rights]] of employees are being violated, Internal Affairs '''must''' make note of these violations regardless of whether or not the victims of such violations are even aware of their rights. A report to Central Command '''must''' be made, and the parties (such as command staff) who are violating these rights should be made aware of their violations.&lt;br /&gt;
&lt;br /&gt;
If corrective action is not taken by the staff, [[Central Command]] should be alerted to this failure.&lt;br /&gt;
&lt;br /&gt;
====Harassment====&lt;br /&gt;
Harassment is unwelcome conduct that is based on species, race, color, religion, sex (including pregnancy), national origin, age, disability, or genetic information. Harassment is against SolGov law.&lt;br /&gt;
&lt;br /&gt;
Harassment is against [[Corporate_Regulations#Low_Level_Infractions|Corporate Regulations]] already, but becomes '''unlawful''' to SolGov when enduring the offensive conduct becomes a condition of continued employment, and the conduct is severe or pervasive enough to create a work environment that a reasonable person would consider intimidating, hostile, or abusive. Anti-discrimination laws also prohibit harassment against individuals in retaliation for filing a discrimination charge, testifying, or participating in any way in an investigation, proceeding, or lawsuit under these laws; or opposing employment practices that they reasonably believe discriminate against individuals, in violation of these laws.&lt;br /&gt;
&lt;br /&gt;
Petty slights, annoyances, and isolated incidents (unless extremely serious) will not rise to the level of illegality, but may still violate company policy.&lt;br /&gt;
&lt;br /&gt;
Offensive conduct may include, but is not limited to, offensive jokes, slurs, epithets or name calling, physical assaults or threats, intimidation, ridicule or mockery, insults or put-downs, offensive objects or pictures, and interference with work performance. Harassment can occur in a variety of circumstances, including, but not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
*The harasser can be the victim's supervisor, a supervisor in another area, an agent of the employer, a co-worker, or a non-employee.&lt;br /&gt;
*The victim does not have to be the person harassed, but can be anyone affected by the offensive conduct.&lt;br /&gt;
*Unlawful harassment may occur without economic injury to, or discharge of, the victim.&lt;br /&gt;
&lt;br /&gt;
Prevention is the best tool to eliminate harassment in the workplace. NanoTrasen encourages all employees to take appropriate steps to prevent and correct harassment. Employees should feel free to raise concerns and be confident that those concerns will be addressed.&lt;br /&gt;
&lt;br /&gt;
Employees are encouraged to inform the harasser directly that the conduct is unwelcome and must stop. Employees should also report harassment to Internal Affairs at an early stage to prevent its escalation. Remember that Internal Affairs is not hired to protect the company, and that if someone within the company is complicit in harassment, it is in the long-term benefit of NanoTrasen to take corrective measures up to and including termination of the harasser.&lt;br /&gt;
&lt;br /&gt;
===Violations of Standard Operating Procedure===&lt;br /&gt;
If Standard Operating Procedure is being ignored by an individual or group of individuals, it should be brought to the attention of that party's superior. For example, if there are medical staff are not compliant with the NanoTrasen Dress Code, then the [[Chief Medical Officer]] should be informed.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is involved with the violation, or fails to take corrective action against subordinates, the [[Colony Director]] should be alerted to the infraction, noting that the relevant head of staff had already been contacted.&lt;br /&gt;
&lt;br /&gt;
If the Colony Director is involved with the violation, or fails to take corrective action against subordinates, [[Central Command]] should be informed when possible, noting any previous efforts to bring the problem to the attention of command staff already present.&lt;br /&gt;
&lt;br /&gt;
Note that there may be extenuating circumstances in which Standard Operating Procedure is ignored. An Internal Affairs agent should still make note of such an incident, but they should also provide full context as to ''why'' Standard Operating Procedure was not followed, whether deliberately or not. The reason for this is that Standard Operating Procedure may be updated to lend guidance on future incidents if NanoTrasen deems it worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent may personally recommend additions, edits, and removals to Standard Operating Procedure based on the findings of their investigation.&lt;br /&gt;
&lt;br /&gt;
===Violations of Corporate Regulation===&lt;br /&gt;
If [[Corporate Regulation]] is being ignored by an individual or group of individuals, it should be brought to the attention of [[Security]].&lt;br /&gt;
&lt;br /&gt;
If Security is involved with the violation, or fails to take corrective action against offending parties, the [[Head of Security]] should be alerted to the infraction, noting the failure of their subordinates.&lt;br /&gt;
&lt;br /&gt;
If the Head of Security is involved with the violation, or fails to take corrective action against offending parties, the [[Colony Director]] should be alerted to the infraction, noting the failure of their subordinates.&lt;br /&gt;
&lt;br /&gt;
If the Colony Director is involved with the violation, or fails to take corrective action against offending parties for at least a [[Corporate_Regulations#High_Level_Infractions|high infraction]] or worse, [[Central Command]] should be alerted immediately.&lt;br /&gt;
&lt;br /&gt;
Note that there may be extenuating circumstances in which Corporate Regulation is ignored, and note that the Colony Director is allowed to issue pardons. If a pardon is issued, an Internal Affairs agent should still report the incident to CentCom, but the urgency of doing so is greatly reduced. Any pardons issued should be mentioned in the report, as well as why they were issued. The reason for this is that Corporate Regulations may be updated to account for future incidents if NanoTrasen deems it worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
An Internal Affairs Agent may personally recommend additions, edits, and removals to Corporate Regulations based on the findings of their investigation.&lt;br /&gt;
&lt;br /&gt;
===Altering Company Policy, Regulation, and Procedure===&lt;br /&gt;
As mentioned previously, an Internal Affairs Agent is able to '''suggest''' changes to documents found on the company wiki, and these changes will be reflected in any physical documents that are distributed to employees.&lt;br /&gt;
&lt;br /&gt;
Changes should be made in the event that a contradiction, error, or oversight is discovered among [[#|Standard Operating Procedure]] and [[Corporate Regulations]]. These two documents are often updated independently of each other, and sometimes references between these documents do not align as they should. References might be missing, topics may refer to defunct policies, a frequent issue is not accounted for, etc. Bring these problems to the attention of [[Central Command]], and offer your suggestions as to how the wording of these documents can be improved.&lt;br /&gt;
&lt;br /&gt;
Note that suggested changes should '''not''' be based on one specific post; they should account for stations and facilities all across NanoTrasen's corporate network. Site-specific rules may be employed for a particular location based on the needs and circumstances of that location. Internal Affairs Agents should ask and make note of any such rules that may contradict or add to these otherwise company-wide procedures.&lt;br /&gt;
&lt;br /&gt;
===Applying for Permits===&lt;br /&gt;
Any permits that the crew wishes to apply for can be done through an Internal Affairs Agent, who will guide you through the application process, and then forward the application to the department responsible for processing that application.&lt;br /&gt;
&lt;br /&gt;
====Weapon Permits====&lt;br /&gt;
There are weapon permits. Temporary permits are issued at the discretion of the [[Head of Security]], and are good for up to one shift.&lt;br /&gt;
&lt;br /&gt;
====Medical Prescriptions====&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of medical prescriptions. Internal Affairs is not a medically qualified entity, and may not play any role in ''obtaining'' a medical prescription. Anyone seeking to obtain a prescription should make an appointment with the medical department for an evaluation. However, in the event that an already valid prescription is being denied treatment, then an employee's labor rights are being violated. The Chief Medical Officer, the [[Colony Director]], ''and'' [[Central Command]] should be contacted immediately and simultaneously, as failure to provide treatment could result in a medical emergency.&lt;br /&gt;
&lt;br /&gt;
===Company Events===&lt;br /&gt;
Internal Affairs will often be involved in the planning and execution of company events including (but not limited to) awards ceremonies, training seminars, employee cookouts, weddings, birthday parties, and other special functions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Corporate_Regulations&amp;diff=619</id>
		<title>Corporate Regulations</title>
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		<updated>2020-09-05T21:28:43Z</updated>

		<summary type="html">&lt;p&gt;Izac112: /* Low Level Infractions */  |'''Harassment''' |&amp;amp;sect;128&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.&lt;br /&gt;
&lt;br /&gt;
This is not a general guide to Security. All new officers should review the official Guide to Security.&lt;br /&gt;
&lt;br /&gt;
The following are all sentences you can apply to prisoners during your work as a member of Security.&lt;br /&gt;
&lt;br /&gt;
It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.&lt;br /&gt;
&lt;br /&gt;
To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and Internal Affairs to handle these policies.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of Corporate Regulations is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Colony Director, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. &amp;lt;sub&amp;gt;(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing and there is no evidence to the contrary)&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See Non-Contiguous Memory Disorder for more information.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
As an arresting officer, follow the Guide to Security to ensure you don't fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your Head of Security will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
If you can't find the incident listed in here you can set up a tribunal. See Legal Standard Operating Procedure.&lt;br /&gt;
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See Legal Standard Operating Procedure.&lt;br /&gt;
&lt;br /&gt;
Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&lt;br /&gt;
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You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
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If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts &amp;lt;s&amp;gt;or if their &amp;quot;cell&amp;quot; happens to be the interior of the arresting officer&amp;lt;/s&amp;gt;.&lt;br /&gt;
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If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
&lt;br /&gt;
If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.&lt;br /&gt;
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&amp;lt;sub&amp;gt;(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resleeving, and how it affects Corp. Regluations ===&lt;br /&gt;
Because of the fact that resleeving does not exist in NanoTrasen space outside of a few stations, &lt;br /&gt;
&lt;br /&gt;
Corporate Regulations don't account for specific resleeving-related crimes, the following case-law will serve:&lt;br /&gt;
&lt;br /&gt;
* Printing bodies and using them for non-emergency purposes without 'owner' consent is '''negligence''' in NT space.&lt;br /&gt;
* Overwriting a functioning, living mind in a working body is '''murder''' in NT space.&lt;br /&gt;
* Creating copies of the same mind in multiple bodies (&amp;quot;forking&amp;quot;) is '''sedition''' in NT space.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions ===&lt;br /&gt;
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.&lt;br /&gt;
&lt;br /&gt;
Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:100px&amp;quot; |Incident&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Additional Penalties&lt;br /&gt;
! style=&amp;quot;background-color:#ffee55;&amp;quot; |Fine&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
| '''Trespassing'''&lt;br /&gt;
| To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft are often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
| '''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.&lt;br /&gt;
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 150 credits. Confiscation and return of stolen item(s). Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
| '''Minor Assault'''&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
| '''Battery'''&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
| '''Disturbing the Peace'''&lt;br /&gt;
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes. Demotion.&lt;br /&gt;
| 250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
| '''Suspicious Conduct'''&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.&lt;br /&gt;
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Server Rules|Rules]], so contact an admin as well. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
| '''Misuse of Public Radio Channels'''&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren't also counts. Extreme false alarms such as yelling &amp;quot;breach in the bar!&amp;quot; when there isn't a breach may also come under '''Obstruction of Duty (&amp;amp;sect;120).'''&lt;br /&gt;
| A warning.&lt;br /&gt;
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
| '''Violation of Injunction'''&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
| '''Insulting an Officer on Duty'''&lt;br /&gt;
| To directly insult a Head of Staff or member of Security with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from Internal Affairs.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
| '''Slander'''&lt;br /&gt;
| To spread false rumors in order to damage someone's reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.&lt;br /&gt;
| A warning.&lt;br /&gt;
| Up to 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
| '''Failure to Execute an Order'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see '''Failure to Execute an Order with Serious Consequences (§201)'''.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
| '''Sexual Harassment'''&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see '''Sexual Assault (§308)'''.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
| '''Animal Cruelty'''&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren't.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
| '''Vandalism'''&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 450 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
| '''Threat of Murder or Serious Injury'''&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 10 minutes. Psychiatric evaluation or tracking implant.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;116&lt;br /&gt;
| '''Disrespect to the Dead'''&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes.&lt;br /&gt;
| 400 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;117&lt;br /&gt;
| '''Excessive use of force in detainment'''&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;118&lt;br /&gt;
| '''Minor Contraband'''&lt;br /&gt;
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.&lt;br /&gt;
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&amp;amp;sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&amp;amp;sect;212)''' below.&lt;br /&gt;
&lt;br /&gt;
For more information on what is and is not considered Contraband, see [[Contraband]]&lt;br /&gt;
| 5 minutes. Confiscation of contraband item(s). Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;119&lt;br /&gt;
| '''Illegal Parking'''&lt;br /&gt;
| To park a vehicle in such a way that it is a nuisance to crew movement.&lt;br /&gt;
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below.&lt;br /&gt;
| Impounding of vehicle until fine is paid.&lt;br /&gt;
| Destruction of vehicle.&lt;br /&gt;
| 200 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;120&lt;br /&gt;
| '''Obstruction of Duty'''&lt;br /&gt;
| To negatively interfere with the duties of the crew.&lt;br /&gt;
| Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.&lt;br /&gt;
If someone is injured because of this, see '''Assault (&amp;amp;sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&amp;amp;sect;213)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;121&lt;br /&gt;
| '''Rubbernecking'''&lt;br /&gt;
| Arriving at the scene of an emergency situation with no other intention than to see what happens.&lt;br /&gt;
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&amp;amp;sect;217)''' below. If someone dies because of this, see '''Manslaughter (&amp;amp;sect;302)''' below.&lt;br /&gt;
| Forceful removal from area.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;122&lt;br /&gt;
| '''Operating Under the Influence'''&lt;br /&gt;
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.&lt;br /&gt;
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.&lt;br /&gt;
| Detainment until sober.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;123&lt;br /&gt;
| '''Violation of Employee Rights'''&lt;br /&gt;
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].&lt;br /&gt;
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an Internal Affairs Agent to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Demotion.&lt;br /&gt;
| 1000 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;124&lt;br /&gt;
| '''Minor Negligence'''&lt;br /&gt;
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.&lt;br /&gt;
| As with '''Minor Assault (§103)''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.&lt;br /&gt;
| Warning.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 100 credits if a warning had already been issued.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;125&lt;br /&gt;
| '''Forgery'''&lt;br /&gt;
| To falsify official documents or orders.&lt;br /&gt;
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also [[Guide to Paperwork]] and remember to check all important documents for valid signatures and department stamps.&lt;br /&gt;
| 5 minutes. Immediate search.&lt;br /&gt;
| Up to 10 minutes. Demotion.&lt;br /&gt;
| 200 credits. Immediate search.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;126&lt;br /&gt;
| '''Delinquency'''&lt;br /&gt;
| Failure to pay a fine.&lt;br /&gt;
| If a crew member is charged with a minor crime, they are to be given the option to pay a fine, or they are to be given a sentence. However, if they say they are going to pay the fine and then don't, they have ten minutes to change their mind and accept a sentence willingly, or else they become delinquent.&lt;br /&gt;
| Immediate arrest and sentencing of the maximum penalty for crimes covered by the unpaid fines. For the rest of the shift, their option to pay fines is also revoked, and any further minor crimes will be punished with sentences by default.&lt;br /&gt;
| '''Resisting Arrest (&amp;amp;sect;202)''' added to charges. Dismissal.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;127&lt;br /&gt;
| '''Smoking in a prohibited area'''&lt;br /&gt;
| Smoking in non-smoking area, or anywhere else where open flames shouldn't be present.&lt;br /&gt;
| Currently, the only area designated as non-smoking is the Medical Bay. '''This includes the lobby,''' but if someone is brought into, or enters, the medical bay for an injury while smoking, they should probably be warned rather than charged with this. Additionally, areas where unstable gasses or fuel are stored are also non-smoking. &lt;br /&gt;
If someone is injured because of it (e.g. from fires caused by a lit cigarette), see '''Negligence (&amp;amp;sect;206)'''&lt;br /&gt;
| 2 minutes &lt;br /&gt;
| Up to 5 minutes. Demotion or Dismissal.&lt;br /&gt;
| 150 credits.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;128&lt;br /&gt;
|'''Harassment'''&lt;br /&gt;
|To persistently insult, stalk, ridicule, or otherwise intentionally bring stress upon another crew member.&lt;br /&gt;
|If a crew member has been following you around or bad mouthing you for some time, and has already been asked to stop, Security may be involved to ''make'' it stop, starting with an official (last) warning. If the actions or comments are of a sexual context, do not use this charge and use '''Sexual Harassment (&amp;amp;sect;110)''' instead. If harassing comments are proven false, add '''Slander (&amp;amp;sect;111)''' to the charges. However, Security should take care to avoid punishing ''constructive'' criticism if possible. For example, just calling someone incompetent over and over is viewed as harassment. Explaining how to fix something it is not harassment unless it comes from a source who doesn't have any qualification for saying so (e.g. a janitor bothering an engineer about the best way to power the station). If a crew member believes somebody is doing their job poorly and it is affecting them, they should bring it up with the relevant head of staff, or an [[Internal Affairs Agent]].&lt;br /&gt;
|Warning.&lt;br /&gt;
|5 minutes. Forced psychiatric examination.&lt;br /&gt;
|100 Thalers (after warning).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions ===&lt;br /&gt;
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Infraction&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Suggested Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Additional Penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
| '''Failure to Execute an Order with Serious Consequences'''&lt;br /&gt;
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, see '''Manslaughter (§302)'''.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
| '''Resisting Arrest or Sparking a Manhunt'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
| '''Suicide Attempt'''&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination. Holding until examined if repeat attempt.&lt;br /&gt;
| Demotion. Isolation in holding facility. Possible holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
| '''Abuse of Confiscated Equipment'''&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.&lt;br /&gt;
| 10 minutes and re-confiscation of equipment.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
| '''Illegal Detention, Arrest, or Holding'''&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
| '''Negligence'''&lt;br /&gt;
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter (§302)''' to the charges.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
| '''Infiltration'''&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| Areas include: AI core/upload, Armory, Secondary Bridge, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&amp;amp;D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes, or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
| '''Assault'''&lt;br /&gt;
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
| Anything beyond a few punches like in '''Minor Assault (§103)'''. It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see '''Murder (§301)'''if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
| '''Escaping From Confinement'''&lt;br /&gt;
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.&lt;br /&gt;
| See '''Escaping from HuT Sentence (§306)''' for those who do it with life sentences.&lt;br /&gt;
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, Hold until Transfer.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
| '''Unlawful Modification of AI/Cyborg Laws'''&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
| '''Sedition'''&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot; or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
| '''Major Contraband'''&lt;br /&gt;
| To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess ''any'' contraband so long as they comply with their [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].&lt;br /&gt;
&lt;br /&gt;
For more information on what is an is not considered Contraband, see [[Contraband]]&lt;br /&gt;
| 15 minutes, confiscation of said items&lt;br /&gt;
| Up to 20 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
| '''Sabotage'''&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&amp;amp;sect;304)'''.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| Up to 40 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;214&lt;br /&gt;
| '''Exceeding Official Powers'''&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;215&lt;br /&gt;
| '''Grand Theft'''&lt;br /&gt;
| To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
| This means weapons, explosives, or ammunition, and also includes items from the High-risk Items page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes and confiscation of stolen items.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;216&lt;br /&gt;
| '''Organizing a Breakout'''&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows, or hacking into security to free someone.&lt;br /&gt;
| 15 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;217&lt;br /&gt;
| '''Illegal Blocking of Areas'''&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 25 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;218&lt;br /&gt;
| '''Failure to Obey Safety Protocol'''&lt;br /&gt;
| To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
| Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. If someone is killed because of it, add '''Manslaughter (§302)''' to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Detainment until crisis is resolved. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;219&lt;br /&gt;
| '''Severe Use of Excessive Force'''&lt;br /&gt;
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;220&lt;br /&gt;
| '''Mistreatment of Prisoners'''&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either '''Murder (§301)''' or '''Manslaughter (§302)''', depending on intent.&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;221&lt;br /&gt;
| '''Violating Employee Privacy'''&lt;br /&gt;
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.&lt;br /&gt;
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.&lt;br /&gt;
(Performing any form of scan on a crewman without consent may also constitute a violation of privacy, unless said crewmember is in need of medical attention / unconscious)&lt;br /&gt;
| 10 minutes.&lt;br /&gt;
| Up to 30 minutes. Demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions ===&lt;br /&gt;
These Infractions generally need to be ruled on by a tribunal as explained by further below, and criminals should be held until judgement can be passed. In a few severe circumstances, permanent removal from the station may occur.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Sentence&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Judgements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
| '''Murder'''&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also covers Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
| '''Manslaughter'''&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
| 20 minutes.&lt;br /&gt;
| 40 minutes. Dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
| '''Mutiny'''&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See '''Sedition (§211)''' for less violent mutineers.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
| '''Terrorism'''&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
| '''Assaulting a Head of Staff'''&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like '''Assault (§207)''', but this time against a Head of Staff.&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
| '''Escaping From HuT Sentence'''&lt;br /&gt;
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
| They have to have been properly judged by tribunal for holding until transfer.&lt;br /&gt;
| Return to the brig, moved to solitary confinement.&lt;br /&gt;
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
| '''Terrorist Collaboration'''&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.&lt;br /&gt;
| Holding until judgement.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
| '''Sexual Assault'''&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| If the victim dies because of it, see '''Murder (§301)'''.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
| '''Wrongful Execution'''&lt;br /&gt;
| To execute a crew member who later turned out to be innocent.&lt;br /&gt;
| This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then '''Murder (§301)''' is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with '''Murder (§301)'''. Those who unintentionally provided incorrect evidence are charged with '''Manslaughter (§302)''' and '''Negligence (§206)'''. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.&lt;br /&gt;
| Immediate demotion.&lt;br /&gt;
| Suspension from command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infractions ===&lt;br /&gt;
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.&lt;br /&gt;
{| style=&amp;quot;background-color:#ffffff; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |No.&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Sentence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
| '''Inducement'''&lt;br /&gt;
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.&lt;br /&gt;
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press &amp;quot;insulting an officer on duty&amp;quot; charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.&lt;br /&gt;
| Up to equal punishment with what the crime committed would have been.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;402&lt;br /&gt;
| '''Piracy'''&lt;br /&gt;
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.&lt;br /&gt;
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].&lt;br /&gt;
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffffff;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Situation&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|'''Cooperation with prosecution or security'''&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.&lt;br /&gt;
| Up to -25%. In the case of revealing accomplices, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immediate threat to the prisoner'''&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Privacy Violated'''&lt;br /&gt;
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Entrapment'''&lt;br /&gt;
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.&lt;br /&gt;
| Relevant charges reduced or dropped.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offenders'''&lt;br /&gt;
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until transfer. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.&lt;br /&gt;
| For the first repeat of an offense, apply the &amp;quot;additional penalties&amp;quot; excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self Defense'''&lt;br /&gt;
|  Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Victim In A Willfully Dangerous Position'''&lt;br /&gt;
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;(( For the purposes of Vore, willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))&amp;lt;/sub&amp;gt;&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commentaries and Clarifications ===&lt;br /&gt;
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole &amp;lt;s&amp;gt;with yourself&amp;lt;/s&amp;gt;&amp;quot;. There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* '''Cyborgification''' The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* '''Dismissal''': Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.&lt;br /&gt;
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or some other means. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, Central Command should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))&lt;br /&gt;
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
* '''Imminent Peril''': A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.&lt;br /&gt;
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.&lt;br /&gt;
&lt;br /&gt;
* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.&lt;br /&gt;
&lt;br /&gt;
* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.&lt;br /&gt;
&lt;br /&gt;
* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal Security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime.&lt;br /&gt;
* '''Corporate Regulations &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See the [[Server Rules|actual server rules]] for more details.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
	<entry>
		<id>https://yawn.izac.live/index.php?title=Template:Gameplay_guides&amp;diff=613</id>
		<title>Template:Gameplay guides</title>
		<link rel="alternate" type="text/html" href="https://yawn.izac.live/index.php?title=Template:Gameplay_guides&amp;diff=613"/>
		<updated>2020-08-20T18:52:56Z</updated>

		<summary type="html">&lt;p&gt;Izac112: updates links to rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''[[Guides|Guide Table]]'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #898787&amp;quot; | '''Starter'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #8cbcd6&amp;quot; | '''Medical'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ba9b67&amp;quot; | '''Engineering'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #a885a2&amp;quot; | '''Science'''&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #AF6365; color: white;&amp;quot; |  '''Security'''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | '''Other'''&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; | '''Development'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Starter Guide]]&lt;br /&gt;
* [[General Help]]&lt;br /&gt;
* [[Server Rules|Server Rules]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
* [[Nanite Implant Framework]]&lt;br /&gt;
* [[A Crash Course In Roleplaying]]&lt;br /&gt;
* [[Scene roleplay|Scene Roleplay]]&lt;br /&gt;
* [[Guide to Vore]]&lt;br /&gt;
* [[Not Getting Banned]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Virology]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to the Supermatter|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[R-UST Fusion Reactor|Guide to the R-UST]]&lt;br /&gt;
*[[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[Guide to Advanced Construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to Hacking]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to Power]]&lt;br /&gt;
*[[SMES Manual]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to Robotics]]&lt;br /&gt;
*[[Guide to Xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Standard Operating Procedure]]&lt;br /&gt;
*[[Guide to Contraband]]&lt;br /&gt;
*[[Admiralty Law]]&lt;br /&gt;
&lt;br /&gt;
*[[Guide to Security]]&lt;br /&gt;
*[[Shitcurity|What Not to do]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[AI|Guide to AI]]&lt;br /&gt;
*[[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[Critters|Critters (NPCs)]]&lt;br /&gt;
*[[Guide to EVA]]&lt;br /&gt;
*[[Hardsuit|Hardsuit Operation]]&lt;br /&gt;
*[[Voidsuit|Voidsuits]]&lt;br /&gt;
*[[Backstory|Guide to Races]]&lt;br /&gt;
*[[Guide to Food and Drink]]&lt;br /&gt;
*[[Guide to Hydroponics]]&lt;br /&gt;
*[[Guide to Paperwork]]&lt;br /&gt;
*[[Guide to Mining]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Guide to contributing to the game|Guide to Contributing to the Game]]&lt;br /&gt;
*[[Reporting Issues]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Izac112</name></author>
	</entry>
</feed>