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	<updated>2026-04-20T07:45:16Z</updated>
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	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1318</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1318"/>
		<updated>2025-07-22T12:14:01Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;text-align: center; width:100px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|Used to stablize certain chemical reactions to prevent them from instantly triggering.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants =&lt;br /&gt;
1 part [[Guide to Chemistry#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|Used to filter out stablizing agent without the use of a chem master.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|Used in the formation of [[Guide_to_Chemistry#Nitroglycerin|Nitroglycerin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[Guide to Chemistry#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table_Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1317</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1317"/>
		<updated>2025-07-22T12:11:06Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;text-align: center; width:125px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|Used to stablize certain chemical reactions to prevent them from instantly triggering.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants =&lt;br /&gt;
1 part [[Guide to Chemistry#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[Guide to Chemistry#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table_Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1316</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1316"/>
		<updated>2025-07-22T12:06:38Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:125px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|Used to stablize certain chemical reactions to prevent them from instantly triggering.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants =&lt;br /&gt;
1 part [[Guide to Chemistry#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[Guide to Chemistry#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table_Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1315</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1315"/>
		<updated>2025-07-22T12:04:51Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:125px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants =&lt;br /&gt;
1 part [[Guide to Chemistry#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[Guide to Chemistry#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table_Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1314</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1314"/>
		<updated>2025-07-22T12:04:37Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:125px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants =&lt;br /&gt;
1 part [[Guide to Chemistry#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[Guide to Chemistry#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table_Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1313</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1313"/>
		<updated>2025-07-22T12:04:12Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:125px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:125px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants =&lt;br /&gt;
1 part [[Guide to Chemistry#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[Guide to Chemistry#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table_Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1312</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Chemistry&amp;diff=1312"/>
		<updated>2025-07-22T12:03:33Z</updated>

		<summary type="html">&lt;p&gt;Atner: Created page with &amp;quot;{{Stub}} {| class=&amp;quot;wikitable&amp;quot; |+ ! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name ! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants ! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature !Description |- |&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt; |= Makes 3 parts = 1 part Iron  1 part Hydrogen  1 part Oxygen |150K - 300K | |- |&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt; |= Removes Reactan...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Stabilizing_Agent_Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants =&lt;br /&gt;
1 part [[Guide to Chemistry#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[Guide to Chemistry#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[Guide to Chemistry#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[Guide to Chemistry#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table_Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1311</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1311"/>
		<updated>2025-07-22T11:49:48Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
* You can find a reference for useful chemicals [[Guide to Ordnance#Useful Chemicals Reference|here]], use this to speed up your cure making process!&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|thumb|600x600px|A Small Virology Department [Fallstation|none]]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Medical Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1310</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1310"/>
		<updated>2025-07-22T11:47:14Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Useful Chemicals Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Effects: The required effects are the physical effects a grenade must trigger at the time of detonating, this might be smoke, explosives, foam etc. The quantity of the final effect must match with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants = &lt;br /&gt;
1 part [[#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Acetone]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Virologist&amp;diff=1309</id>
		<title>Virologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Virologist&amp;diff=1309"/>
		<updated>2025-07-22T11:40:29Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Role Header|departmentcolor=#90c2dd|department=Medical|Role=Virologist|Image=Mapping_Virologist.png|superior=[[Chief Medical Officer]]|difficulty=Hard|access=[[Medical]]|completion=35}}&lt;br /&gt;
&lt;br /&gt;
This page is currently a W.I.P, if you would like to learn how to work Unitystation&#039;s virology system, you can read our Guide to Virology [[Guide to Virology|here]].&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1308</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1308"/>
		<updated>2025-07-22T11:36:59Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|thumb|600x600px|A Small Virology Department [Fallstation|none]]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Medical Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1307</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1307"/>
		<updated>2025-07-22T11:36:32Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|thumb|600x600px|A Small Virology Department [Fallstation|none]]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Medical Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1306</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1306"/>
		<updated>2025-07-22T11:36:00Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|left|thumb|600x600px|A Small Virology Department [Fallstation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Medical Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1305</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1305"/>
		<updated>2025-07-22T11:34:40Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Treating Patients / Curing Sicknesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|left|thumb|600x600px|A Small Virology Department [Fallstation]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1304</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1304"/>
		<updated>2025-07-22T11:34:26Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Cure Tester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|left|thumb|600x600px|A Small Virology Department [Fallstation]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1303</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1303"/>
		<updated>2025-07-22T11:34:10Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Treating Patients / Curing Sicknesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|left|thumb|600x600px|A Small Virology Department [Fallstation]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1302</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1302"/>
		<updated>2025-07-22T11:34:01Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Treating Patients / Curing Sicknesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|left|thumb|600x600px|A Small Virology Department [Fallstation]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1301</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1301"/>
		<updated>2025-07-22T11:33:52Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Cure Tester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|left|thumb|600x600px|A Small Virology Department [Fallstation]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1300</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1300"/>
		<updated>2025-07-22T11:33:45Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Cure Tester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb.  &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:VirologyWiki.png|left|thumb|600x600px|A Small Virology Department [Fallstation]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=File:VirologyWiki.png&amp;diff=1299</id>
		<title>File:VirologyWiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=File:VirologyWiki.png&amp;diff=1299"/>
		<updated>2025-07-22T11:32:02Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of a small virology department&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1298</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1298"/>
		<updated>2025-07-22T11:29:59Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diseases can originate from many sources and unless players act carefully it is inevitable they will catch one. Miasma is a toxic gas produced by corpses, breathing in miasma can cause creatures (including crew members) to become ill. Radiation, such as that produced by engineering&#039;s nuclear reactor can cause creatures to develop space cancer, a slow acting but lethal illness. Sicknesses can also originate from artifacts, mobs, injuries, food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb. &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
[[File:Sequence analyzer wiki.png|left|frameless]]&lt;br /&gt;
[[File:Cure tester wiki.png|left|frameless|A cure tester loaded with a beaker]]&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Diseases can spread fast. If a patient is identified with a disease that can spread orally, provide sterile masks or other protections if you don&#039;t plan on quarantining, else the disease might become more than you can handle.&lt;br /&gt;
* Miasma can rapidly cause a large number of personnel (especially those working around the dead such as med) to become sick. Ensure good morgue practices to avoid large amounts of miasma. If large amounts of miasma cannot be avoided, you may still attempt to avoid sickness by employing the use of internals.&lt;br /&gt;
* The Red Plague is a syndicate bioweapon, early stages are infectious and can cause vomiting, but left too long and victims will explode with a plague bomb, anything short of a full biosuit will cause nearby players to be infected.&lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a virology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of petri dishes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one box of syringes, consider atleast 2 on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one sequence analyzer, connected to power. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one cure tester, connected to power and an accompanying sequence analyzer. Consider having more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast one biohazard locker, and one box of sterile masks. Consider more on larger maps.&lt;br /&gt;
&lt;br /&gt;
[ ] Virologists have access to some form of chemical mixing. On small maps this might take the form of the chemistry department having virology access. On larger maps, consider an independent chemistry set up.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=File:Cure_tester_wiki.png&amp;diff=1297</id>
		<title>File:Cure tester wiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=File:Cure_tester_wiki.png&amp;diff=1297"/>
		<updated>2025-07-22T11:28:01Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upscaled sprite of the cure tester&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=File:Sequence_analyzer_wiki.png&amp;diff=1296</id>
		<title>File:Sequence analyzer wiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=File:Sequence_analyzer_wiki.png&amp;diff=1296"/>
		<updated>2025-07-22T11:27:17Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upscaled sequence analyzer sprite&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1295</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1295"/>
		<updated>2025-07-22T11:10:31Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in Unitystation.&lt;br /&gt;
&lt;br /&gt;
== Disease Basics / Health &amp;amp; Safety ==&lt;br /&gt;
Diseases in Unitystation function similarly to reagents (chemicals). Any place that can contain a chemical (such as a syringe, beaker, food, etc) can contain diseases. While diseases can exist in any reagent container, they will only grow when metabolised by a host body.&lt;br /&gt;
&lt;br /&gt;
Creatures (including crew members) become sick when a pathogen enters their bloodstream. The concentration of the pathogen in the blood stream controls not only the rate of growth, but the exhibited symptoms too. Diseases often start harmless or with simple emotes that spread the disease (such as coughing and sneezing) but can quickly evolve to be dangerous if not attended too soon enough.&lt;br /&gt;
&lt;br /&gt;
Every creature also has an immune response. A creature&#039;s immune response counteracts the growth of a pathogen; it is most effective when the pathogen is in small amounts but often gets overpowered if a disease is sufficiently present. A creature&#039;s immune response can be varied by mutations*.&lt;br /&gt;
&lt;br /&gt;
Medical HUDs will show the most prevalent disease (That with the highest stage) a player is infected by with an emoticon to its left. The sadder the face, the further the disease is progressed. No emoticon indicates the patient is healthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Immune mutations are planned but not currently implemented. This note will be removed once these mutations are added.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sicknesses once they have developed far enough, will begin to induce symptoms that cause the disease to spread (Such as coughing and sneezing). Crewmates in the area of affliction can catch these sicknesses and begin to spread the disease themselves.&lt;br /&gt;
&lt;br /&gt;
There are several methods to prevent such events:&lt;br /&gt;
&lt;br /&gt;
- Wearing a sterile mask or another protective helmet (such as a biosuit helmet) will prevent infection from coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- A sick patient wearing a sterile mask or another protective helmet will be unable to spread diseases via coughing &amp;amp; sneezing&lt;br /&gt;
&lt;br /&gt;
- Wearing &#039;&#039;enabled&#039;&#039; internals will also prevent infection from coughing and sneezing. &lt;br /&gt;
&lt;br /&gt;
- Wearing a full biosuit will prevent infection from methods that involve splashing, such as the ever-potent plague bomb. &lt;br /&gt;
&lt;br /&gt;
== Virology Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Sequence Analyzer ===&lt;br /&gt;
The sequence analyzer is the first machine on the step to curing a disease. It analyzes a provided blood sample to identify a present disease and propose possible cures. It requires a connection to power. &lt;br /&gt;
&lt;br /&gt;
=== Cure Tester ===&lt;br /&gt;
The cure tester is an accelerated way of testing the effectives of a possible cure. It requires both a connection to power and a sequence analyzer. The cure tester will test the contents of a provided beaker against the most recent disease analyzed by the sequence analyzer. It will provide 3 different messages based on the effectiveness of the cure&lt;br /&gt;
&lt;br /&gt;
== Treating Patients / Curing Sicknesses ==&lt;br /&gt;
Treating sicknesses is a fairly straight forward process, although it can be difficult and time consuming. A cure for a given sickness is randomised on round start, but a cure for any one patient, will work on all others with the same sickness. A step-by-step method for curing a patient is found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Once a patient is believed to be sick, take a blood sample using a syringe in &#039;DRAW&#039; mode. Place this blood sample into a petri dish for further testing.&lt;br /&gt;
&lt;br /&gt;
2) Place the petri dish with the blood sample into a sequence analyzer by pressing on the empty slot while holding the dish. Once the dish is inserted, press the analyzers &#039;test&#039; button to test the blood sample. The sequence analyzer will report wether or not it found any disease in the blood sample. For each disease found, it will provide a list of 5+ chemical reagents. From these reagents, a combination of 2 of them will form the cure for that sickness, another 2 will be &#039;inhibitors&#039;. If both cure reagents are present with the pathogen, but &#039;&#039;none&#039;&#039; of the inhibitors, the pathogen will be killed by the cure and the sickness treated. The analyzer will also report it&#039;s &amp;quot;active disease&amp;quot;. This is the disease that will be used by the cure tester to determine the effectiveness of a given cure.&lt;br /&gt;
&lt;br /&gt;
3) Mix up a series of possible cures based on the clues from the sequence analyzer. Place each possible cure into the beaker slot of the cure tester and press the &#039;test&#039; button. When testing a cure, the cure tester will produce one of 3 outputs.&lt;br /&gt;
&lt;br /&gt;
An alternative way to think of the response is as such:&lt;br /&gt;
 Response Number = Number of Cure Reagents in Mix - Number of Inhibitors Reagents in Mix&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Response No.&lt;br /&gt;
!Response Text&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|No change in the pathogen was observed&lt;br /&gt;
|Either no cure reagents were present, or the number of inhibitors outweighed the number of cure reagents&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The pathogen showed signs of weakening, but remained prevalent&lt;br /&gt;
|Either one of the two cure reagents were present, or both and a single inhibitor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The pathogen was severely degraded by the chemical mix&lt;br /&gt;
|Both cure reagents were present and no inhibitors. This chemical mix contains the cure for the specified pathogen&lt;br /&gt;
|}&lt;br /&gt;
4) Once you have found the cure from step 3, distribute the cure in a desired form to infected crew mates (Pills, drinks, food, etc). For every 2 units of cure (1 part of each cure reagent), 5 units of pathogen will be killed. Cures are metabolised by the body at the standard rate and will stay in the body until filtered out by the body&#039;s organs. Because of this, patients who are very sick might take time to get better, additionally, players can be &#039;vaccinated&#039; from a disease by pre-emptively taking a cure. As the cure will stay in the blood for a period of time, it will kill the target sickness instantly when it tries to afflict the target.&lt;br /&gt;
&lt;br /&gt;
5) Cures will stop diseases from progressing and prevent further symptoms, however, damage from diseases will not disappear with the disease. Instead, remnant toxic damage, genetic damage, etc might require manual healing based on the severity. If several disease require treatment, consider offloading this treatment process to the station medical doctors.&lt;br /&gt;
&lt;br /&gt;
== Pathogen Creation &amp;amp; The R.I.I ==&lt;br /&gt;
 THIS CONTENT IS STILL BEING WORKED ON, THIS PAGE WILL BE UPDATED ONCE FURTHER VIROLOGY CONTENT HAS BEEN ADDED&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1294</id>
		<title>Guide to Virology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Virology&amp;diff=1294"/>
		<updated>2025-07-22T10:02:04Z</updated>

		<summary type="html">&lt;p&gt;Atner: Created page with &amp;quot;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in unitystation.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a virologist you are responsible for curing all ailments that befall the station as well as the synthesise of new pathogens to help the station crew. This guide overviews the process to conduct virology in unitystation.&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1293</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1293"/>
		<updated>2025-05-06T16:16:11Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Effects: The required effects are the physical effects a grenade must trigger at the time of detonating, this might be smoke, explosives, foam etc. The quantity of the final effect must match with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants = &lt;br /&gt;
1 part [[#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1292</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1292"/>
		<updated>2025-05-06T16:15:42Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Explosive Bounties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Effects: The required effects are the physical effects a grenade must trigger at the time of detonating, this might be smoke, explosives, foam etc. The quantity of the final effect must match with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants = &lt;br /&gt;
1 part [[#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=1291</id>
		<title>Guide to Research and Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=1291"/>
		<updated>2025-05-05T19:11:40Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* List of Techweb Nodes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a scientist, your primary role to the station is to provide new technologies to the station through the techweb. The techweb, in short, is a tech tree in which the science department can research new technologies for the cost of research points (RP). In unitystation, RP is earnt through physical experiments, divided into several subcategories:&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to Xenoarcheology|Xenoarchaeology, The study of artifacts and their effects]]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to Ordnance|Ordnance, The study of chemicals and explosives]]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to the High Energy Lab|The High Energy Lab, The study of high energy lasers]]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to Xenobiology|Xenobiology, The study of slimes and their behaviours]]&lt;br /&gt;
&lt;br /&gt;
== The Techweb ==&lt;br /&gt;
&lt;br /&gt;
=== The Techweb ===&lt;br /&gt;
[[File:ServerRoom.png|thumb|237x237px|Standard research server room]]&lt;br /&gt;
The Techweb is the technology tree that you are tasked to research. It is stored and accessed through the stations research server inside the science department. The Techweb contains a series of nodes, that when researched, unlock &#039;&#039;designs&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Designs are products that can be produced within machines such as the Protolathe, Circuit Imprinter and Exosuit Fabricator. Designs have a material cost, a required machine type and may have a required department. Once a design is researched, it can be manufactured at any valid machine that is connected to the research server. If the machine is not connected to the research server (often indicated by red lights beside a &#039;connected to server&#039; label in the machines UI) it can be connected via a multitool. &lt;br /&gt;
&lt;br /&gt;
Example designs and their restrictions include Synthetic Lungs (Producible at an Exosuit Fabricator) or an Advanced Mop (Producable at a Science or Service Protolathe).&lt;br /&gt;
The Techweb is divided into three categories: Researched Tech, Available Tech &amp;amp; Future Tech. Researched tech encompasses all Tech web nodes that have already been researched on this Techweb. Available tech lists all tech that has not been researched but the prerequisites have been met. Available tech lists the technology type in square brackets [], the cost in RP to research the node, as well as the node description. The images in the description of the node visually show what will be unlocked for production once the node is researched. Not all nodes unlock new designs, some nodes, such as &#039;Bluespace Technology&#039; simply serve as prerequisites for more advanced nodes further up on the Techweb. Future tech holds all technologies that the department does not yet meet the requirements for, the prerequisites for that node are listed in its description. &lt;br /&gt;
[[File:TechwebUI.png|none|thumb|600x600px|Standard UI for the Techweb]]&lt;br /&gt;
&lt;br /&gt;
=== Technology Types &amp;amp; Research Focuses ===&lt;br /&gt;
For standard duration rounds, it is unlikely that the science department will be able to research the entire Techweb. As such a science department might choose to focus on one type of technology over another. In Unitystation, technology is split into several categories:  &lt;br /&gt;
&lt;br /&gt;
Machinery [Mch] - Focusing on machine parts and circuit boards,  &lt;br /&gt;
&lt;br /&gt;
Robotics [Rbt] - Focusing on cyborgs and synthetic implants,  &lt;br /&gt;
&lt;br /&gt;
Chemistry [Chm] - Focusing on matter and chemical storage as well as other chemistry materials  &lt;br /&gt;
&lt;br /&gt;
Equipment [Eqp] - Focusing on gear and tools applicable across the station.  &lt;br /&gt;
&lt;br /&gt;
The category a node belongs to is stated in its title in square brackets []. If a science department wishes to focus there efforts to a particular category, the research director, or anyone with research director access, may allocate a research focus in the Techweb UI. Allocating a focus costs 10 RP and &#039;&#039;can only be done once.&#039;&#039; Once a focus is selected, all technology in that category will receive a 25% discount. &lt;br /&gt;
[[File:FocusUI.png|none|thumb|600x600px|Focus page in the Techweb UI]]&lt;br /&gt;
&lt;br /&gt;
=== List of Techweb Nodes ===&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;These nodes are outdated and need to be updated to match the current techweb&#039;&#039;&amp;lt;/u&amp;gt;{{TechwebNode|Synthetic Organs|Synthetic Lungs, Synthetic Heart, Synthetic Liver|Robotics|15}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Synthetic Enhancements|Breathing Tube Implant, Reviver Implant, Welding Shield Implant|Robotics|30}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Advanced Cybernetics|All Cyborg limbs, Man-Machine Interface, Positronic Brain, Cyborg Light Implant, Battery Pack|Robotics|30}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Cyborg Tools|Janitor Tool Carousel, Engineering Tool Carousel, Medical Tool Carousel|Robotics|25}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Bluespace Technology|None|None|30}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Janitorial Science|Advanced Mop, Advanced Light Replacer|Equipment|10}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Industrial Tools|Welding Mask, Jaws of Life, Mag Boots|Equipment|15}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Anomaly Science|AP Hardsuit, Anomaly Suit, Hand Pick, Sample Container, Artifact Data Disk|Equipment|30}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Mining Technology|Mining Hardsuit, Drill, Diamond Drill, Plasma Cutter, Advanced Plasma Cutter|Equipment|40}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Bluespace Holding|Bag of Holding, Satchel of Holding, Trash Bag od Holding|Equipment|50}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Advanced Machine Parts|Advanced Capacitor, Advanced Scanning Module, Nano Manipulator, High Power Micro Laser|Machinery|15}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Expert Machine Parts|Super Capacitor, Phasic Scannign Module, Pico Manipulator, Ultra Micro Laser, Quadratic Capacitor, Triphasic Scanning Module, Femto Manipulator, Quadultra Micro Laser|Machinery|45}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Advanced Power Storage|Hyper Capacity Powercell, Bluespace Powercell|Machinery|30}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Basic Chemistry|Science Goggles, Advanced Matter Bin, Beaker, Large Beaker, XL Beaker|Chemistry|15}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Meta Material Storage|Meta Material Beaker, Super Matter Bin|Chemistry|30}}&lt;br /&gt;
&lt;br /&gt;
{{TechwebNode|Bluespace Storage|Bluespace Beaker, Bluespace Matter Bin|Chemistry|30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Using your first 10RP each round to set a research focus can drastically speed up research time in future, don&#039;t forget it as part of the round start setup, &#039;&#039;&#039;especially&#039;&#039;&#039; if you are the stations research director.&lt;br /&gt;
* Xenoarchaeology can yield large quantities of RP, upwards of 30RP per artifact, however, can only be conducted when the science department has an artifact. Conversely, Ordnance and The High Energy Lab require no outside materials to run but tend to have lower yields for time investment. Make the best use of all of them to maximise RP!&lt;br /&gt;
* If your science department contains multiple scientists, split them up amongst each of the areas of research, more scientists researching the same thing doesn&#039;t always make it go quicker!&lt;br /&gt;
* While you should be busy researching, don&#039;t neglect customer service! Make sure you are still supplying the station with your discoveries and listening to requests from peers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1290</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1290"/>
		<updated>2025-05-05T19:10:31Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Scientist|Image=Mapping_Scientist.png|superior=[[Research Director]]|difficulty=Medium|guides=[[:Category:Research Guides]]|access=Public, Science, Research|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
As a station scientist, you will conduct various dangerous experiments onboard the station to accrue research points used to unlock new technologies. You will use these technologies to upgrade and enhance the station and it&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
== Your Laboratories ==&lt;br /&gt;
As a scientist you have access to several different labs used for various different kinds of research. They are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The High Energy Lab ===&lt;br /&gt;
The simplest of all the experiments to perform but nonetheless crucial. In the high energy lab you will subject various objects to intense energies via the R&amp;amp;D laser projector. By redirecting and collecting the scattered energy from these collisions you will obtain valuable research data. But be warned, a lack of care can have devastating concequences.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Lab ===&lt;br /&gt;
A lab of patience and careful preparation culminating in explosive results. In the ordnance lab you will formulate very specific explosives from bounties provided by centcomm. Formulating these explosives and measuring their detonations via the blast yield detector yields valuable data for Nanotrasen. The Ordnance lab tests your chemical skills and demands careful planning to ensure bounties are met. &lt;br /&gt;
&lt;br /&gt;
=== The Xenoarcheology Lab ===&lt;br /&gt;
Arguably the most dangerous lab for its inhabitants, the xenoarcheology lab sees you record observations and sample bizarre artifacts obtained from off the station. Analyzing sampled artifacts will award RP and correct observations a substantial monetary reward. Great care must be taken when handling artifacts lest you lose your life, or cause others to lose theirs. Xenoarcheolgy requires cargo to supply research with artifacts to study and thus might not be available to conduct all of the time. &lt;br /&gt;
&lt;br /&gt;
=== The Xenobiology Lab ===&lt;br /&gt;
The most questionable and most alive of the labs. The xenobiology lab focuses on the breeding of slimes and using their harvested cores to synthesise rare and valuable materials. No neglectful scientists will be tolerated here as the slimes require appropriate care to remain alive and not escape. Negligence can lead to the lab becoming inoperable, losing all of its specimens, or crew members getting hurt. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
- In a pickle? You can stop a slime from absorbing you by punching it! &lt;br /&gt;
&lt;br /&gt;
- Science goggles allow you to examine the exact contents of any reagent container by right clicking on the container and pressing &amp;quot;Contents&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- If fellow scientists are working on xenoarcheology, it might be wise to take an anomaly suit for yourself, some artifacts can affect a large area and you might find yourself without a head otherwise! (Literally)&lt;br /&gt;
&lt;br /&gt;
- The pneumatic cannon works with any pressurised gas container and will release a portion of its contents on use. &lt;br /&gt;
&lt;br /&gt;
- Almost every machine can be upgraded with more advanced stock parts. Help out the station crew and they will remember it! &lt;br /&gt;
&lt;br /&gt;
- You can find the primary guide to R&amp;amp;D here [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
== Traitorous Opportunities ==&lt;br /&gt;
As a scientist you have many tools at your disposal when it comes to traitorous acts, but many which may trace back to you. &lt;br /&gt;
&lt;br /&gt;
Ordnance provides a steady supply of not only deadly, but useful utility explosives aswell that may be synthesised without much suspicion. Flash powder and sonic powder make great explosives to confuse and get the jump on opponents. With over 450u of Liquid dark matter detonating at once a singularity will be formed, not only that, but placing a bag of holding inside another bag of holding will have the same effect! &lt;br /&gt;
&lt;br /&gt;
The pneumatic cannon can be used to force feed objects to other players, you can use this to stealthily deliver poisons in packages people might not expect.&lt;br /&gt;
&lt;br /&gt;
Slimes, bots, the protolathe itself, all provide many opportunities for havoc, become familiar with your labs and use your superior scientific intellect to get the jump on your foes. That is the way of the science department. &lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1289</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1289"/>
		<updated>2025-05-05T19:09:51Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Research Director|Image=Mapping_Research_Director.png|superior=[[Captain]]|difficulty=Hard|guides=[[:Category:Research Guides]]|access=[[Scientist]], [[Roboticist]], Command, Research Director&#039;s Office|alt names=RD|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
The research director, head honcho of the science department and station scape goat for all incidents of the explosive and alien variety. As the head of the science department your greatest struggle is keeping a leash on all your fellow scientists to stop them from performing the various war crimes they might begin to commit in your absence.&lt;br /&gt;
&lt;br /&gt;
== In the Land of the Mad &amp;amp; Impulsive ==&lt;br /&gt;
As the research director you have access to all that the station&#039;s science department offers:&lt;br /&gt;
&lt;br /&gt;
=== The RD&#039;s Office ===&lt;br /&gt;
Your place of work and home to the finest of Nanotrasen technology. Inside your office you will find: &lt;br /&gt;
&lt;br /&gt;
- A prototype hardsuit, one of the most advanced on the station providing advanced protection from bombs, anomalies, radiation, lasers and more. &lt;br /&gt;
&lt;br /&gt;
- A quantum key, a rare device used to link quantum pads together. &lt;br /&gt;
&lt;br /&gt;
- An intellicard&lt;br /&gt;
&lt;br /&gt;
- Reactive Teleport Armour, a useful item in dangerous situations, but a target of daring thieves. &lt;br /&gt;
&lt;br /&gt;
- A telescopic baton&lt;br /&gt;
&lt;br /&gt;
- A science award box, used to award the most noble of scientists. &lt;br /&gt;
&lt;br /&gt;
- Variant Clothes&lt;br /&gt;
&lt;br /&gt;
- Your research director&#039;s cloak&lt;br /&gt;
&lt;br /&gt;
- In some maps even the research server itself might find itself home in your office, providing you and you alone with the right to research new nodes.&lt;br /&gt;
&lt;br /&gt;
=== An Individual of Pure Focus ===&lt;br /&gt;
As the research director you are the only one in science with the ability to set the departments &#039;Research Focus&#039;. This is done on the research server by pressing on the word &#039;None&#039; next to the research focus label.&lt;br /&gt;
&lt;br /&gt;
Setting the research focus costs 10RP but provides a 25% discount to all research done in the respective category. This is best done early in the round to maximise savings and gives the department a set focus on what to work towards.&lt;br /&gt;
&lt;br /&gt;
Once the department focus is set, it may not be unset.&lt;br /&gt;
&lt;br /&gt;
=== A Pack of Sheep with One Sheperd ===&lt;br /&gt;
It is your responsibility to oversee scientists working in all departments, Xenoarcheology, The High Energy Lab, Xenobiology, Ordnance and Robotics. You are also expected to delegate work and make sure everything is running efficiently. Some departments, like xenoarcheology often don&#039;t need several scientists working on them at once, while others like ordnance benefit from collaboration. The more departments are running, the more RP science can accrue. &lt;br /&gt;
&lt;br /&gt;
As the representative of science, it is also your responsibility to ensure a supply of artifacts for your department. Negotiate with cargo and ensure you always have new artifacts to study.&lt;br /&gt;
&lt;br /&gt;
Science is a destructive when done poorly, all sub departments of science can have major effects on the station if done irresponsibly. It is your job to ensure all your scientists are not only staying alive, but practicing safe science to not affect the station. Any rogue artifact, miscellaneous ordnance bombs, resonance cascades or slime break outs will be on your head.&lt;br /&gt;
&lt;br /&gt;
== Succumbing to the Madness ==&lt;br /&gt;
Being a head of a department, and one as volatile as science makes the research director a formidable traitor. Using research you have access to all forms of weaponary, bombs and monsters to unveil. On maps like Ministation, you even have access to a xeno queen to release into the station.&lt;br /&gt;
&lt;br /&gt;
However, being so volatile draws alot of attention, and the research director attracts alot of suspicion, so perhaps it is time to subvert the expectations of security and elect for a quieter approach, hiding amongst the chaos of your fellow scientists. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
Like with any role, we recommend your read the corresponding guides to your department. Ensure you are well versed in Unitystation science before you attempt this role, lest you find yourself subject to much criticism.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Xenoarcheology|-&amp;gt; Guide to Xenoarcheology]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Ordnance|-&amp;gt; Guide to Ordnance]]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to the High Energy Lab]]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1288</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1288"/>
		<updated>2025-05-05T19:08:37Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Traitorous Opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Scientist|Image=Mapping_Scientist.png|superior=[[Research Director]]|difficulty=Medium|guides=[[:Category:Research Guides]]|access=[[Scientist]]|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
As a station scientist, you will conduct various dangerous experiments onboard the station to accrue research points used to unlock new technologies. You will use these technologies to upgrade and enhance the station and it&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
== Your Laboratories ==&lt;br /&gt;
As a scientist you have access to several different labs used for various different kinds of research. They are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The High Energy Lab ===&lt;br /&gt;
The simplest of all the experiments to perform but nonetheless crucial. In the high energy lab you will subject various objects to intense energies via the R&amp;amp;D laser projector. By redirecting and collecting the scattered energy from these collisions you will obtain valuable research data. But be warned, a lack of care can have devastating concequences.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Lab ===&lt;br /&gt;
A lab of patience and careful preparation culminating in explosive results. In the ordnance lab you will formulate very specific explosives from bounties provided by centcomm. Formulating these explosives and measuring their detonations via the blast yield detector yields valuable data for Nanotrasen. The Ordnance lab tests your chemical skills and demands careful planning to ensure bounties are met. &lt;br /&gt;
&lt;br /&gt;
=== The Xenoarcheology Lab ===&lt;br /&gt;
Arguably the most dangerous lab for its inhabitants, the xenoarcheology lab sees you record observations and sample bizarre artifacts obtained from off the station. Analyzing sampled artifacts will award RP and correct observations a substantial monetary reward. Great care must be taken when handling artifacts lest you lose your life, or cause others to lose theirs. Xenoarcheolgy requires cargo to supply research with artifacts to study and thus might not be available to conduct all of the time. &lt;br /&gt;
&lt;br /&gt;
=== The Xenobiology Lab ===&lt;br /&gt;
The most questionable and most alive of the labs. The xenobiology lab focuses on the breeding of slimes and using their harvested cores to synthesise rare and valuable materials. No neglectful scientists will be tolerated here as the slimes require appropriate care to remain alive and not escape. Negligence can lead to the lab becoming inoperable, losing all of its specimens, or crew members getting hurt. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
- In a pickle? You can stop a slime from absorbing you by punching it! &lt;br /&gt;
&lt;br /&gt;
- Science goggles allow you to examine the exact contents of any reagent container by right clicking on the container and pressing &amp;quot;Contents&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- If fellow scientists are working on xenoarcheology, it might be wise to take an anomaly suit for yourself, some artifacts can affect a large area and you might find yourself without a head otherwise! (Literally)&lt;br /&gt;
&lt;br /&gt;
- The pneumatic cannon works with any pressurised gas container and will release a portion of its contents on use. &lt;br /&gt;
&lt;br /&gt;
- Almost every machine can be upgraded with more advanced stock parts. Help out the station crew and they will remember it! &lt;br /&gt;
&lt;br /&gt;
- You can find the primary guide to R&amp;amp;D here [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
== Traitorous Opportunities ==&lt;br /&gt;
As a scientist you have many tools at your disposal when it comes to traitorous acts, but many which may trace back to you. &lt;br /&gt;
&lt;br /&gt;
Ordnance provides a steady supply of not only deadly, but useful utility explosives aswell that may be synthesised without much suspicion. Flash powder and sonic powder make great explosives to confuse and get the jump on opponents. With over 450u of Liquid dark matter detonating at once a singularity will be formed, not only that, but placing a bag of holding inside another bag of holding will have the same effect! &lt;br /&gt;
&lt;br /&gt;
The pneumatic cannon can be used to force feed objects to other players, you can use this to stealthily deliver poisons in packages people might not expect.&lt;br /&gt;
&lt;br /&gt;
Slimes, bots, the protolathe itself, all provide many opportunities for havoc, become familiar with your labs and use your superior scientific intellect to get the jump on your foes. That is the way of the science department. &lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1287</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1287"/>
		<updated>2025-05-05T19:05:44Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* The Xenobiology Lab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Scientist|Image=Mapping_Scientist.png|superior=[[Research Director]]|difficulty=Medium|guides=[[:Category:Research Guides]]|access=[[Scientist]]|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
As a station scientist, you will conduct various dangerous experiments onboard the station to accrue research points used to unlock new technologies. You will use these technologies to upgrade and enhance the station and it&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
== Your Laboratories ==&lt;br /&gt;
As a scientist you have access to several different labs used for various different kinds of research. They are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The High Energy Lab ===&lt;br /&gt;
The simplest of all the experiments to perform but nonetheless crucial. In the high energy lab you will subject various objects to intense energies via the R&amp;amp;D laser projector. By redirecting and collecting the scattered energy from these collisions you will obtain valuable research data. But be warned, a lack of care can have devastating concequences.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Lab ===&lt;br /&gt;
A lab of patience and careful preparation culminating in explosive results. In the ordnance lab you will formulate very specific explosives from bounties provided by centcomm. Formulating these explosives and measuring their detonations via the blast yield detector yields valuable data for Nanotrasen. The Ordnance lab tests your chemical skills and demands careful planning to ensure bounties are met. &lt;br /&gt;
&lt;br /&gt;
=== The Xenoarcheology Lab ===&lt;br /&gt;
Arguably the most dangerous lab for its inhabitants, the xenoarcheology lab sees you record observations and sample bizarre artifacts obtained from off the station. Analyzing sampled artifacts will award RP and correct observations a substantial monetary reward. Great care must be taken when handling artifacts lest you lose your life, or cause others to lose theirs. Xenoarcheolgy requires cargo to supply research with artifacts to study and thus might not be available to conduct all of the time. &lt;br /&gt;
&lt;br /&gt;
=== The Xenobiology Lab ===&lt;br /&gt;
The most questionable and most alive of the labs. The xenobiology lab focuses on the breeding of slimes and using their harvested cores to synthesise rare and valuable materials. No neglectful scientists will be tolerated here as the slimes require appropriate care to remain alive and not escape. Negligence can lead to the lab becoming inoperable, losing all of its specimens, or crew members getting hurt. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
- In a pickle? You can stop a slime from absorbing you by punching it! &lt;br /&gt;
&lt;br /&gt;
- Science goggles allow you to examine the exact contents of any reagent container by right clicking on the container and pressing &amp;quot;Contents&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- If fellow scientists are working on xenoarcheology, it might be wise to take an anomaly suit for yourself, some artifacts can affect a large area and you might find yourself without a head otherwise! (Literally)&lt;br /&gt;
&lt;br /&gt;
- The pneumatic cannon works with any pressurised gas container and will release a portion of its contents on use. &lt;br /&gt;
&lt;br /&gt;
- Almost every machine can be upgraded with more advanced stock parts. Help out the station crew and they will remember it! &lt;br /&gt;
&lt;br /&gt;
- You can find the primary guide to R&amp;amp;D here [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
== Traitorous Opportunities ==&lt;br /&gt;
As a scientist you have many tools at your disposal when it comes to traitorous acts, but many which may trace back to you. &lt;br /&gt;
&lt;br /&gt;
Ordnance provides a steady supply of not only deadly, but useful utility explosives aswell that may be synthesised without much suspicion. Flash powder and sonic powder make great explosives to confuse and get the jump on opponents. With over 450u of Liquid dark matter detonating at once a singularity will be formed, not only that, but placing a bag of holding inside another bag of holding will have the same effect! &lt;br /&gt;
&lt;br /&gt;
The pneumatic cannon can be used to force feed objects to other players, you can use this to stealthily deliver poisons in packages people might not expect.&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1286</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1286"/>
		<updated>2025-05-05T19:02:32Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* The High Energy Lab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Scientist|Image=Mapping_Scientist.png|superior=[[Research Director]]|difficulty=Medium|guides=[[:Category:Research Guides]]|access=[[Scientist]]|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
As a station scientist, you will conduct various dangerous experiments onboard the station to accrue research points used to unlock new technologies. You will use these technologies to upgrade and enhance the station and it&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
== Your Laboratories ==&lt;br /&gt;
As a scientist you have access to several different labs used for various different kinds of research. They are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The High Energy Lab ===&lt;br /&gt;
The simplest of all the experiments to perform but nonetheless crucial. In the high energy lab you will subject various objects to intense energies via the R&amp;amp;D laser projector. By redirecting and collecting the scattered energy from these collisions you will obtain valuable research data. But be warned, a lack of care can have devastating concequences.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Lab ===&lt;br /&gt;
A lab of patience and careful preparation culminating in explosive results. In the ordnance lab you will formulate very specific explosives from bounties provided by centcomm. Formulating these explosives and measuring their detonations via the blast yield detector yields valuable data for Nanotrasen. The Ordnance lab tests your chemical skills and demands careful planning to ensure bounties are met. &lt;br /&gt;
&lt;br /&gt;
=== The Xenoarcheology Lab ===&lt;br /&gt;
Arguably the most dangerous lab for its inhabitants, the xenoarcheology lab sees you record observations and sample bizarre artifacts obtained from off the station. Analyzing sampled artifacts will award RP and correct observations a substantial monetary reward. Great care must be taken when handling artifacts lest you lose your life, or cause others to lose theirs. Xenoarcheolgy requires cargo to supply research with artifacts to study and thus might not be available to conduct all of the time. &lt;br /&gt;
&lt;br /&gt;
=== The Xenobiology Lab ===&lt;br /&gt;
The most questionable and most alive of the labs. The xenobiology lab focuses on the breeding of slimes and using their harvested cores to synthesise rare and valuable materials. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
- In a pickle? You can stop a slime from absorbing you by punching it! &lt;br /&gt;
&lt;br /&gt;
- Science goggles allow you to examine the exact contents of any reagent container by right clicking on the container and pressing &amp;quot;Contents&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- If fellow scientists are working on xenoarcheology, it might be wise to take an anomaly suit for yourself, some artifacts can affect a large area and you might find yourself without a head otherwise! (Literally)&lt;br /&gt;
&lt;br /&gt;
- The pneumatic cannon works with any pressurised gas container and will release a portion of its contents on use. &lt;br /&gt;
&lt;br /&gt;
- Almost every machine can be upgraded with more advanced stock parts. Help out the station crew and they will remember it! &lt;br /&gt;
&lt;br /&gt;
- You can find the primary guide to R&amp;amp;D here [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
== Traitorous Opportunities ==&lt;br /&gt;
As a scientist you have many tools at your disposal when it comes to traitorous acts, but many which may trace back to you. &lt;br /&gt;
&lt;br /&gt;
Ordnance provides a steady supply of not only deadly, but useful utility explosives aswell that may be synthesised without much suspicion. Flash powder and sonic powder make great explosives to confuse and get the jump on opponents. With over 450u of Liquid dark matter detonating at once a singularity will be formed, not only that, but placing a bag of holding inside another bag of holding will have the same effect! &lt;br /&gt;
&lt;br /&gt;
The pneumatic cannon can be used to force feed objects to other players, you can use this to stealthily deliver poisons in packages people might not expect.&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1285</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1285"/>
		<updated>2025-05-05T18:58:49Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Scientist|Image=Mapping_Scientist.png|superior=[[Research Director]]|difficulty=Medium|guides=[[:Category:Research Guides]]|access=[[Scientist]]|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
As a station scientist, you will conduct various dangerous experiments onboard the station to accrue research points used to unlock new technologies. You will use these technologies to upgrade and enhance the station and it&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
== Your Laboratories ==&lt;br /&gt;
As a scientist you have access to several different labs used for various different kinds of research. They are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The High Energy Lab ===&lt;br /&gt;
The simplest of all the experimental tools to perform but nonetheless crucial. In the high energy lab you will subject various objects to intense energies via the R&amp;amp;D laser projector. By redirecting and collecting the scattered energy from these collisions you will obtain valuable research data. But be warned, a lack of care can have devastating concequences.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Lab ===&lt;br /&gt;
A lab of patience and careful preparation culminating in explosive results. In the ordnance lab you will formulate very specific explosives from bounties provided by centcomm. Formulating these explosives and measuring their detonations via the blast yield detector yields valuable data for Nanotrasen. The Ordnance lab tests your chemical skills and demands careful planning to ensure bounties are met. &lt;br /&gt;
&lt;br /&gt;
=== The Xenoarcheology Lab ===&lt;br /&gt;
Arguably the most dangerous lab for its inhabitants, the xenoarcheology lab sees you record observations and sample bizarre artifacts obtained from off the station. Analyzing sampled artifacts will award RP and correct observations a substantial monetary reward. Great care must be taken when handling artifacts lest you lose your life, or cause others to lose theirs. Xenoarcheolgy requires cargo to supply research with artifacts to study and thus might not be available to conduct all of the time. &lt;br /&gt;
&lt;br /&gt;
=== The Xenobiology Lab ===&lt;br /&gt;
The most questionable and most alive of the labs. The xenobiology lab focuses on the breeding of slimes and using their harvested cores to synthesise rare and valuable materials. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
- In a pickle? You can stop a slime from absorbing you by punching it! &lt;br /&gt;
&lt;br /&gt;
- Science goggles allow you to examine the exact contents of any reagent container by right clicking on the container and pressing &amp;quot;Contents&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- If fellow scientists are working on xenoarcheology, it might be wise to take an anomaly suit for yourself, some artifacts can affect a large area and you might find yourself without a head otherwise! (Literally)&lt;br /&gt;
&lt;br /&gt;
- The pneumatic cannon works with any pressurised gas container and will release a portion of its contents on use. &lt;br /&gt;
&lt;br /&gt;
- Almost every machine can be upgraded with more advanced stock parts. Help out the station crew and they will remember it! &lt;br /&gt;
&lt;br /&gt;
- You can find the primary guide to R&amp;amp;D here [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
== Traitorous Opportunities ==&lt;br /&gt;
As a scientist you have many tools at your disposal when it comes to traitorous acts, but many which may trace back to you. &lt;br /&gt;
&lt;br /&gt;
Ordnance provides a steady supply of not only deadly, but useful utility explosives aswell that may be synthesised without much suspicion. Flash powder and sonic powder make great explosives to confuse and get the jump on opponents. With over 450u of Liquid dark matter detonating at once a singularity will be formed, not only that, but placing a bag of holding inside another bag of holding will have the same effect! &lt;br /&gt;
&lt;br /&gt;
The pneumatic cannon can be used to force feed objects to other players, you can use this to stealthily deliver poisons in packages people might not expect.&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1284</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Scientist&amp;diff=1284"/>
		<updated>2025-05-05T18:58:30Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Scientist|Image=Mapping_Scientist.png|superior=[[Research Director]]|difficulty=Medium|guides=[[:Category:Research Guides]]|access=[[Science]]|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
As a station scientist, you will conduct various dangerous experiments onboard the station to accrue research points used to unlock new technologies. You will use these technologies to upgrade and enhance the station and it&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
== Your Laboratories ==&lt;br /&gt;
As a scientist you have access to several different labs used for various different kinds of research. They are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The High Energy Lab ===&lt;br /&gt;
The simplest of all the experimental tools to perform but nonetheless crucial. In the high energy lab you will subject various objects to intense energies via the R&amp;amp;D laser projector. By redirecting and collecting the scattered energy from these collisions you will obtain valuable research data. But be warned, a lack of care can have devastating concequences.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Lab ===&lt;br /&gt;
A lab of patience and careful preparation culminating in explosive results. In the ordnance lab you will formulate very specific explosives from bounties provided by centcomm. Formulating these explosives and measuring their detonations via the blast yield detector yields valuable data for Nanotrasen. The Ordnance lab tests your chemical skills and demands careful planning to ensure bounties are met. &lt;br /&gt;
&lt;br /&gt;
=== The Xenoarcheology Lab ===&lt;br /&gt;
Arguably the most dangerous lab for its inhabitants, the xenoarcheology lab sees you record observations and sample bizarre artifacts obtained from off the station. Analyzing sampled artifacts will award RP and correct observations a substantial monetary reward. Great care must be taken when handling artifacts lest you lose your life, or cause others to lose theirs. Xenoarcheolgy requires cargo to supply research with artifacts to study and thus might not be available to conduct all of the time. &lt;br /&gt;
&lt;br /&gt;
=== The Xenobiology Lab ===&lt;br /&gt;
The most questionable and most alive of the labs. The xenobiology lab focuses on the breeding of slimes and using their harvested cores to synthesise rare and valuable materials. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
- In a pickle? You can stop a slime from absorbing you by punching it! &lt;br /&gt;
&lt;br /&gt;
- Science goggles allow you to examine the exact contents of any reagent container by right clicking on the container and pressing &amp;quot;Contents&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- If fellow scientists are working on xenoarcheology, it might be wise to take an anomaly suit for yourself, some artifacts can affect a large area and you might find yourself without a head otherwise! (Literally)&lt;br /&gt;
&lt;br /&gt;
- The pneumatic cannon works with any pressurised gas container and will release a portion of its contents on use. &lt;br /&gt;
&lt;br /&gt;
- Almost every machine can be upgraded with more advanced stock parts. Help out the station crew and they will remember it! &lt;br /&gt;
&lt;br /&gt;
- You can find the primary guide to R&amp;amp;D here [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
== Traitorous Opportunities ==&lt;br /&gt;
As a scientist you have many tools at your disposal when it comes to traitorous acts, but many which may trace back to you. &lt;br /&gt;
&lt;br /&gt;
Ordnance provides a steady supply of not only deadly, but useful utility explosives aswell that may be synthesised without much suspicion. Flash powder and sonic powder make great explosives to confuse and get the jump on opponents. With over 450u of Liquid dark matter detonating at once a singularity will be formed, not only that, but placing a bag of holding inside another bag of holding will have the same effect! &lt;br /&gt;
&lt;br /&gt;
The pneumatic cannon can be used to force feed objects to other players, you can use this to stealthily deliver poisons in packages people might not expect.&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1283</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1283"/>
		<updated>2025-05-05T18:33:05Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Research Director|Image=Mapping_Research_Director.png|superior=[[Captain]]|difficulty=Hard|guides=[[:Category:Research Guides]]|access=[[Scientist]], [[Command]], [[Roboticist]], Research Director&#039;s Office|alt names=RD|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
The research director, head honcho of the science department and station scape goat for all incidents of the explosive and alien variety. As the head of the science department your greatest struggle is keeping a leash on all your fellow scientists to stop them from performing the various war crimes they might begin to commit in your absence.&lt;br /&gt;
&lt;br /&gt;
== In the Land of the Mad &amp;amp; Impulsive ==&lt;br /&gt;
As the research director you have access to all that the station&#039;s science department offers:&lt;br /&gt;
&lt;br /&gt;
=== The RD&#039;s Office ===&lt;br /&gt;
Your place of work and home to the finest of Nanotrasen technology. Inside your office you will find: &lt;br /&gt;
&lt;br /&gt;
- A prototype hardsuit, one of the most advanced on the station providing advanced protection from bombs, anomalies, radiation, lasers and more. &lt;br /&gt;
&lt;br /&gt;
- A quantum key, a rare device used to link quantum pads together. &lt;br /&gt;
&lt;br /&gt;
- An intellicard&lt;br /&gt;
&lt;br /&gt;
- Reactive Teleport Armour, a useful item in dangerous situations, but a target of daring thieves. &lt;br /&gt;
&lt;br /&gt;
- A telescopic baton&lt;br /&gt;
&lt;br /&gt;
- A science award box, used to award the most noble of scientists. &lt;br /&gt;
&lt;br /&gt;
- Variant Clothes&lt;br /&gt;
&lt;br /&gt;
- Your research director&#039;s cloak&lt;br /&gt;
&lt;br /&gt;
- In some maps even the research server itself might find itself home in your office, providing you and you alone with the right to research new nodes.&lt;br /&gt;
&lt;br /&gt;
=== An Individual of Pure Focus ===&lt;br /&gt;
As the research director you are the only one in science with the ability to set the departments &#039;Research Focus&#039;. This is done on the research server by pressing on the word &#039;None&#039; next to the research focus label.&lt;br /&gt;
&lt;br /&gt;
Setting the research focus costs 10RP but provides a 25% discount to all research done in the respective category. This is best done early in the round to maximise savings and gives the department a set focus on what to work towards.&lt;br /&gt;
&lt;br /&gt;
Once the department focus is set, it may not be unset.&lt;br /&gt;
&lt;br /&gt;
=== A Pack of Sheep with One Sheperd ===&lt;br /&gt;
It is your responsibility to oversee scientists working in all departments, Xenoarcheology, The High Energy Lab, Xenobiology, Ordnance and Robotics. You are also expected to delegate work and make sure everything is running efficiently. Some departments, like xenoarcheology often don&#039;t need several scientists working on them at once, while others like ordnance benefit from collaboration. The more departments are running, the more RP science can accrue. &lt;br /&gt;
&lt;br /&gt;
As the representative of science, it is also your responsibility to ensure a supply of artifacts for your department. Negotiate with cargo and ensure you always have new artifacts to study.&lt;br /&gt;
&lt;br /&gt;
Science is a destructive when done poorly, all sub departments of science can have major effects on the station if done irresponsibly. It is your job to ensure all your scientists are not only staying alive, but practicing safe science to not affect the station. Any rogue artifact, miscellaneous ordnance bombs, resonance cascades or slime break outs will be on your head.&lt;br /&gt;
&lt;br /&gt;
== Succumbing to the Madness ==&lt;br /&gt;
Being a head of a department, and one as volatile as science makes the research director a formidable traitor. Using research you have access to all forms of weaponary, bombs and monsters to unveil. On maps like Ministation, you even have access to a xeno queen to release into the station.&lt;br /&gt;
&lt;br /&gt;
However, being so volatile draws alot of attention, and the research director attracts alot of suspicion, so perhaps it is time to subvert the expectations of security and elect for a quieter approach, hiding amongst the chaos of your fellow scientists. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
Like with any role, we recommend your read the corresponding guides to your department. Ensure you are well versed in Unitystation science before you attempt this role, lest you find yourself subject to much criticism.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Xenoarcheology|-&amp;gt; Guide to Xenoarcheology]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Ordnance|-&amp;gt; Guide to Ordnance]]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to the High Energy Lab]]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1282</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1282"/>
		<updated>2025-05-05T17:18:24Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Research Director|Image=Mapping_Research_Director.png|superior=[[Captain]]|difficulty=Hard|guides=[[:Category:Research Guides]]|access=[[Scientist]], [[Command]], [[Roboticist]], Research Director&#039;s Office|alt names=RD|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
The research director, head honcho of the science department and station scape goat for all incidents of the explosive and alien variety. As the head of the science department your greatest struggle is keeping a leash on all your fellow scientists to stop them from performing the various war crimes they might begin to commit in your absence.&lt;br /&gt;
&lt;br /&gt;
== In the Land of the Mad &amp;amp; Impulsive ==&lt;br /&gt;
As the research director you have access to all that the station&#039;s science department offers:&lt;br /&gt;
&lt;br /&gt;
=== The RD&#039;s Office ===&lt;br /&gt;
Your place of work and home to the finest of Nanotrasen technology. Inside your office you will find: &lt;br /&gt;
&lt;br /&gt;
- A prototype hardsuit, one of the most advanced on the station providing advanced protection from bombs, anomalies, radiation, lasers and more. &lt;br /&gt;
&lt;br /&gt;
- A quantum key, a rare device used to link quantum pads together. &lt;br /&gt;
&lt;br /&gt;
- An intellicard&lt;br /&gt;
&lt;br /&gt;
- Reactive Teleport Armour, a useful item in dangerous situations, but a target of daring thieves. &lt;br /&gt;
&lt;br /&gt;
- A telescopic baton&lt;br /&gt;
&lt;br /&gt;
- A science award box, used to award the most noble of scientists. &lt;br /&gt;
&lt;br /&gt;
- Variant Clothes&lt;br /&gt;
&lt;br /&gt;
- Your research director&#039;s cloak&lt;br /&gt;
&lt;br /&gt;
- In some maps even the research server itself might find itself home in your office, providing you and you alone with the right to research new nodes.&lt;br /&gt;
&lt;br /&gt;
=== An Individual of Pure Focus ===&lt;br /&gt;
As the research director you are the only one in science with the ability to set the departments &#039;Research Focus&#039;. This is done on the research server by pressing on the word &#039;None&#039; next to the research focus label.&lt;br /&gt;
&lt;br /&gt;
Setting the research focus costs 10RP but provides a 25% discount to all research done in the respective category. This is best done early in the round to maximise savings and gives the department a set focus on what to work towards.&lt;br /&gt;
&lt;br /&gt;
Once the department focus is set, it may not be unset.&lt;br /&gt;
&lt;br /&gt;
=== A Pack of Sheep with One Sheperd ===&lt;br /&gt;
It is your responsibility to oversee scientists working in all departments, Xenoarcheology, The High Energy Lab, Xenobiology, Ordnance and Robotics. You also work to delegate work and make sure everything is running efficiently. Some departments, like xenoarcheology often don&#039;t need several scientists working on them at once, while others like ordnance benefit from collaboration. The more departments are running, the more RP science can accrue. &lt;br /&gt;
&lt;br /&gt;
As the representative of science, it is also your responsibility to ensure a supply of artifacts for your department. Negotiate with cargo and ensure you always have new artifacts to study.&lt;br /&gt;
&lt;br /&gt;
Science is a destructive when done poorly, all sub departments of science can have major effects on the station if done irresponsibly. It is your job to ensure all your scientists are not only staying alive, but practicing safe science to not affect the station. Any rogue artifact, miscellaneous ordnance bombs, resonance cascades or slime break outs will be on your head.&lt;br /&gt;
&lt;br /&gt;
== Succumbing to the Madness ==&lt;br /&gt;
Being a head of a department, and one as volatile as science makes the research director a formidable traitor. Using research you have access to all forms of weaponary, bombs and monsters to unveil. On maps like Ministation, you even have access to a xeno queen to release into the station.&lt;br /&gt;
&lt;br /&gt;
However, being so volatile draws alot of attention, and the research director attracts alot of suspicion, so perhaps it is time to subvert the expectations of security and elect for a quieter approach, hiding amongst the chaos of your fellow scientists. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
Like with any role, we recommend your read the corresponding guides to your department. Ensure you are well versed in Unitystation science before you attempt this role, lest you find yourself subject to much criticism.&lt;br /&gt;
&lt;br /&gt;
[[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Xenoarcheology]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Ordnance]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to the High Energy Lab]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1281</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1281"/>
		<updated>2025-05-05T17:09:30Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Research Director|Image=Mapping_Research_Director.png|superior=[[Captain]]|difficulty=Hard|guides=[[:Category:Research Guides]]|access=[[Scientist]], [[Command]], [[Roboticist]], Research Director&#039;s Office|alt names=RD|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
The research director, head honcho of the science department and station scape goat for all incidents of the explosive and alien variety. As the head of the science department your greatest struggle is keeping a leash on all your fellow scientists to stop them from performing the various war crimes they might begin to commit in your absence.&lt;br /&gt;
&lt;br /&gt;
== In the Land of the Mad &amp;amp; Impulsive ==&lt;br /&gt;
As the research director you have access to all that the station&#039;s science department offers:&lt;br /&gt;
&lt;br /&gt;
=== The RD&#039;s Office ===&lt;br /&gt;
Your place of work and home to the finest of Nanotrasen technology. Inside your office you will find: &lt;br /&gt;
&lt;br /&gt;
- A prototype hardsuit, one of the most advanced on the station providing advanced protection from bombs, anomalies, radiation, lasers and more. &lt;br /&gt;
&lt;br /&gt;
- A quantum key, a rare device used to link quantum pads together. &lt;br /&gt;
&lt;br /&gt;
- An intellicard&lt;br /&gt;
&lt;br /&gt;
- Reactive Teleport Armour, a useful item in dangerous situations, but a target of daring thieves. &lt;br /&gt;
&lt;br /&gt;
- A telescopic baton&lt;br /&gt;
&lt;br /&gt;
- A science award box, used to award the most noble of scientists. &lt;br /&gt;
&lt;br /&gt;
- Variant Clothes&lt;br /&gt;
&lt;br /&gt;
- Your research director&#039;s cloak&lt;br /&gt;
&lt;br /&gt;
- In some maps even the research server itself might find itself home in your office, providing you and you alone with the right to research new nodes.&lt;br /&gt;
&lt;br /&gt;
=== An Individual of Pure Focus ===&lt;br /&gt;
As the research director you are the only one in science with the ability to set the departments &#039;Research Focus&#039;. This is done on the research server by pressing on the word &#039;None&#039; next to the research focus label.&lt;br /&gt;
&lt;br /&gt;
Setting the research focus costs 10RP but provides a 25% discount to all research done in the respective category. This is best done early in the round to maximise savings and gives the department a set focus on what to work towards.&lt;br /&gt;
&lt;br /&gt;
=== A Pack of Sheep with One Sheperd ===&lt;br /&gt;
It is your responsibility to oversee scientists working in all departments, Xenoarcheology, The High Energy Lab, Xenobiology, Ordnance and Robotics. You also work to delegate work and make sure everything is running efficiently. Some departments, like xenoarcheology often don&#039;t need several scientists working on them at once, while others like ordnance benefit from collaboration. The more departments are running, the more RP science can accrue. &lt;br /&gt;
&lt;br /&gt;
As the representative of science, it is also your responsibility to ensure a supply of artifacts for your department. Negotiate with cargo and ensure you always have new artifacts to study.&lt;br /&gt;
&lt;br /&gt;
Science is a destructive when done poorly, all sub departments of science can have major effects on the station if done irresponsibly. It is your job to ensure all your scientists are not only staying alive, but practicing safe science to not affect the station. Any rogue artifact, miscellaneous ordnance bombs, resonance cascades or slime break outs will be on your head.&lt;br /&gt;
&lt;br /&gt;
== Succumbing to the Madness ==&lt;br /&gt;
Being a head of a department, and one as volatile as science makes the research director a formidable traitor. Using research you have access to all forms of weaponary, bombs and monsters to unveil. On maps like Ministation, you even have access to a xeno queen to release into the station.&lt;br /&gt;
&lt;br /&gt;
However, being so volatile draws alot of attention, and the research director attracts alot of suspicion, so perhaps it is time to subvert the expectations of security and elect for a quieter approach, hiding amongst the chaos of your fellow scientists. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
Like with any role, we recommend your read the corresponding guides to your department. Ensure you are well versed in Unitystation science before you attempt this role, lest you find yourself subject to much criticism.&lt;br /&gt;
&lt;br /&gt;
[[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Xenoarcheology]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Ordnance]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to the High Energy Lab]]&lt;br /&gt;
&lt;br /&gt;
[[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1280</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1280"/>
		<updated>2025-05-05T17:09:04Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Research Director|Image=Mapping_Research_Director.png|superior=[[Captain]]|difficulty=Hard|guides=[[:Category:Research Guides]]|access=[[Scientist]], [[Command]], [[Roboticist]], Research Director&#039;s Office|alt names=RD|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
The research director, head honcho of the science department and station scape goat for all incidents of the explosive and alien variety. As the head of the science department your greatest struggle is keeping a leash on all your fellow scientists to stop them from performing the various war crimes they might begin to commit in your absence.&lt;br /&gt;
&lt;br /&gt;
== In the Land of the Mad &amp;amp; Impulsive ==&lt;br /&gt;
As the research director you have access to all that the station&#039;s science department offers:&lt;br /&gt;
&lt;br /&gt;
=== The RD&#039;s Office ===&lt;br /&gt;
Your place of work and home to the finest of Nanotrasen technology. Inside your office you will find: &lt;br /&gt;
&lt;br /&gt;
- A prototype hardsuit, one of the most advanced on the station providing advanced protection from bombs, anomalies, radiation, lasers and more. &lt;br /&gt;
&lt;br /&gt;
- A quantum key, a rare device used to link quantum pads together. &lt;br /&gt;
&lt;br /&gt;
- An intellicard&lt;br /&gt;
&lt;br /&gt;
- Reactive Teleport Armour, a useful item in dangerous situations, but a target of daring thieves. &lt;br /&gt;
&lt;br /&gt;
- A telescopic baton&lt;br /&gt;
&lt;br /&gt;
- A science award box, used to award the most noble of scientists. &lt;br /&gt;
&lt;br /&gt;
- Variant Clothes&lt;br /&gt;
&lt;br /&gt;
- Your research director&#039;s cloak&lt;br /&gt;
&lt;br /&gt;
- In some maps even the research server itself might find itself home in your office, providing you and you alone with the right to research new nodes.&lt;br /&gt;
&lt;br /&gt;
=== An Individual of Pure Focus ===&lt;br /&gt;
As the research director you are the only one in science with the ability to set the departments &#039;Research Focus&#039;. This is done on the research server by pressing on the word &#039;None&#039; next to the research focus label.&lt;br /&gt;
&lt;br /&gt;
Setting the research focus costs 10RP but provides a 25% discount to all research done in the respective category. This is best done early in the round to maximise savings and gives the department a set focus on what to work towards.&lt;br /&gt;
&lt;br /&gt;
=== A Pack of Sheep with One Sheperd ===&lt;br /&gt;
It is your responsibility to oversee scientists working in all departments, Xenoarcheology, The High Energy Lab, Xenobiology, Ordnance and Robotics. You also work to delegate work and make sure everything is running efficiently. Some departments, like xenoarcheology often don&#039;t need several scientists working on them at once, while others like ordnance benefit from collaboration. The more departments are running, the more RP science can accrue. &lt;br /&gt;
&lt;br /&gt;
As the representative of science, it is also your responsibility to ensure a supply of artifacts for your department. Negotiate with cargo and ensure you always have new artifacts to study.&lt;br /&gt;
&lt;br /&gt;
Science is a destructive when done poorly, all sub departments of science can have major effects on the station if done irresponsibly. It is your job to ensure all your scientists are not only staying alive, but practicing safe science to not affect the station. Any rogue artifact, miscellaneous ordnance bombs, resonance cascades or slime break outs will be on your head.&lt;br /&gt;
&lt;br /&gt;
== Succumbing to the Madness ==&lt;br /&gt;
Being a head of a department, and one as volatile as science makes the research director a formidable traitor. Using research you have access to all forms of weaponary, bombs and monsters to unveil. On maps like Ministation, you even have access to a xeno queen to release into the station.&lt;br /&gt;
&lt;br /&gt;
However, being so volatile draws alot of attention, and the research director attracts alot of suspicion, so perhaps it is time to subvert the expectations of security and elect for a quieter approach, hiding amongst the chaos of your fellow scientists. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
Like with any role, we recommend your read the corresponding guides to your department. Ensure you are well versed in Unitystation science before you attempt this role, lest you find yourself subject to much criticism.&lt;br /&gt;
&lt;br /&gt;
[[Guide to Research and Development]]&lt;br /&gt;
[[Guide to Xenoarcheology]]&lt;br /&gt;
[[Guide to Ordnance]]&lt;br /&gt;
[[Guide to the High Energy Lab]]&lt;br /&gt;
[[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1279</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Research_Director&amp;diff=1279"/>
		<updated>2025-05-05T17:07:52Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role Header|departmentcolor=#987a92|department=Science|Role=Research Director|Image=Mapping_Research_Director.png|superior=[[Captain]]|difficulty=Hard|guides=[[:Category:Research Guides]]|access=[[Scientist]], [[Command]], [[Roboticist]], Research Director&#039;s Office|alt names=RD|completion=65%}}&lt;br /&gt;
&lt;br /&gt;
The research director, head honcho of the science department and station scape goat for all incidents of the explosive and alien variety. As the head of the science department your greatest struggle is keeping a leash on all your fellow scientists to stop them from performing the various war crimes they might begin to commit in your absence.&lt;br /&gt;
&lt;br /&gt;
== In the Land of the Mad &amp;amp; Impulsive ==&lt;br /&gt;
As the research director you have access to all that the station&#039;s science department offers:&lt;br /&gt;
&lt;br /&gt;
=== The RD&#039;s Office ===&lt;br /&gt;
Your place of work and home to the finest of Nanotrasen technology. Inside your office you will find: &lt;br /&gt;
&lt;br /&gt;
- A prototype hardsuit, one of the most advanced on the station providing advanced protection from bombs, anomalies, radiation, lasers and more. &lt;br /&gt;
&lt;br /&gt;
- A quantum key, a rare device used to link quantum pads together. &lt;br /&gt;
&lt;br /&gt;
- An intellicard&lt;br /&gt;
&lt;br /&gt;
- Reactive Teleport Armour, a useful item in dangerous situations, but a target of daring thieves. &lt;br /&gt;
&lt;br /&gt;
- A telescopic baton&lt;br /&gt;
&lt;br /&gt;
- A science award box, used to award the most noble of scientists. &lt;br /&gt;
&lt;br /&gt;
- Variant Clothes&lt;br /&gt;
&lt;br /&gt;
- Your research director&#039;s cloak&lt;br /&gt;
&lt;br /&gt;
- In some maps even the research server itself might find itself home in your office, providing you and you alone with the right to research new nodes.&lt;br /&gt;
&lt;br /&gt;
=== An Individual of Pure Focus ===&lt;br /&gt;
As the research director you are the only one in science with the ability to set the departments &#039;Research Focus&#039;. This is done on the research server by pressing on the word &#039;None&#039; next to the research focus label.&lt;br /&gt;
&lt;br /&gt;
Setting the research focus costs 10RP but provides a 25% discount to all research done in the respective category. This is best done early in the round to maximise savings and gives the department a set focus on what to work towards.&lt;br /&gt;
&lt;br /&gt;
=== A Pack of Sheep with One Sheperd ===&lt;br /&gt;
It is your responsibility to oversee scientists working in all departments, Xenoarcheology, The High Energy Lab, Xenobiology, Ordnance and Robotics. You also work to delegate work and make sure everything is running efficiently. Some departments, like xenoarcheology often don&#039;t need several scientists working on them at once, while others like ordnance benefit from collaboration. The more departments are running, the more RP science can accrue. &lt;br /&gt;
&lt;br /&gt;
As the representative of science, it is also your responsibility to ensure a supply of artifacts for your department. Negotiate with cargo and ensure you always have new artifacts to study.&lt;br /&gt;
&lt;br /&gt;
Science is a destructive when done poorly, all sub departments of science can have major effects on the station if done irresponsibly. It is your job to ensure all your scientists are not only staying alive, but practicing safe science to not affect the station. Any rogue artifact, miscellaneous ordnance bombs, resonance cascades or slime break outs will be on your head.&lt;br /&gt;
&lt;br /&gt;
== Succumbing to the Madness ==&lt;br /&gt;
Being a head of a department, and one as volatile as science makes the research director a formidable traitor. Using research you have access to all forms of weaponary, bombs and monsters to unveil. On maps like Ministation, you even have access to a xeno queen to release into the station.&lt;br /&gt;
&lt;br /&gt;
However, being so volatile draws alot of attention, and the research director attracts alot of suspicion, so perhaps it is time to subvert the expectations of security and elect for a quieter approach, hiding amongst the chaos of your fellow scientists. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
Like with any role, we recommend your read the corresponding guides to your department. Ensure you are well versed in Unitystation science before you attempt this role, lest you find yourself subject to much criticism.&lt;br /&gt;
&lt;br /&gt;
[[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Needs Revision]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_the_High_Energy_Lab&amp;diff=1278</id>
		<title>Guide to the High Energy Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_the_High_Energy_Lab&amp;diff=1278"/>
		<updated>2025-05-05T16:32:14Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If your dream method of conducting science is to repeatedly destroy objects with high energy laser bolts in the vain hope of learning something new then your local stations High Energy Lab is the place for you!&lt;br /&gt;
&lt;br /&gt;
== Objects of the High Energy Lab ==&lt;br /&gt;
&lt;br /&gt;
===The H.I.E.C.A===&lt;br /&gt;
[[File:Research laser collector sprite.png|right|frameless|128x128px]]&lt;br /&gt;
The H.I.E.C.A or High intensity energy collection apparatus is the machine used to collect the data from scattered laser bolts emitted from the R&amp;amp;D Laser Projector. In order to function correctly, the H.I.E.C.A must be first connected to an APC and the laser projector it is intended to send data too. This can be done by using a multitool on the master APC or Laser Projector and then using the multitool on the desired H.I.E.C.A. The H.I.E.C.A must be secured to the floor via a wrench. Once secure, the H.I.E.C.A may be rotated by simply interacting with it using an open hand. When a scattered laser bolt hits the H.I.E.C.A&#039;s collector (The blue face), the data will be automatically transferred to the projector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Research Item Plinth===&lt;br /&gt;
[[File:Research item plinth.png|right|frameless|128x128px]]&lt;br /&gt;
The research item plinth is used to contain objects in stasis, ready to be shot by the R&amp;amp;D laser projector. An item may not be shot with the research laser unless it is being held in stasis within an item plinth. All scattered shots will originate from the plinth on contact. It should be noted that the item plinth contains an inbuilt security measure that will refuse crew members attempting to place high risk items such as the nuclear disk or the captain&#039;s hat inside of it, as such, it cannot be used to dispose of such items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Research laser emitter.png|right|frameless|128x128px]]&lt;br /&gt;
===The R&amp;amp;D Laser Projector===&lt;br /&gt;
The R&amp;amp;D Laser Projector is your workhorse in the high energy lab. The R&amp;amp;D laser projector can be used to fire specialised high energy laser projectiles, which upon colliding with any item held within a research item plinth, will scatter with varying energy and velocity. The scattered laser bolts can be collected via H.I.E.C.A panels, providing invaluable data towards research nodes. The projector has two modes: Visual and Live.  &lt;br /&gt;
&lt;br /&gt;
While in visual mode, pressing the power button will project the visual path of the laser to be shot, including the paths of any scattered bolts if the path intercepts a research item plinth. While in live mode, the visual path will not be visible and pressing the power button will instead fire a high energy laser projectile. &lt;br /&gt;
&lt;br /&gt;
Once a laser bolt intercepts a H.I.E.C.A panel, the research data will be automatically transferred to the projector, this data can be viewed in the &amp;quot;Current Research Data&amp;quot; section of the UI. Research data is in the form of progress towards an unresearched Techweb node. Once enough research data for a specific Techweb node is completed, the Techweb node will be researched. Operators of the laser projector have no control as to what nodes are researched. If need be, players can sacrifice research data and upload it to the Techweb as RP to be redistributed towards any research node, however, uploading this data as RP is only 75% efficient and RP loss will occur. &lt;br /&gt;
&lt;br /&gt;
An R&amp;amp;D laser projector does not connect to an APC, but instead must be connected to a medium voltage cable using an overlap connection similar to a SMES or radiation collector.&lt;br /&gt;
&lt;br /&gt;
[[File:RnD Laser Projector UI.png|frameless|550x550px]]&lt;br /&gt;
&lt;br /&gt;
== Research Objects ==&lt;br /&gt;
Every object has some research value that approximates the value of the data that might be obtained from it. This value can be measured using an R.I.E scanner, found in all high energy labs. More common objects such as oxygen masks, metal and tools tend to have lower research values while rarer items such as rare seed variants, clothing and ores tend to have higher research values. It should be noted that once an object has been researched, no more data can be obtained from the same object type.&lt;br /&gt;
&lt;br /&gt;
== Resonance Cascades ==&lt;br /&gt;
Destroying material with high energy lasers does not come without its risks, disregarding the danger of a laser gun, the high energy collisions can sometimes cause run away anomalies to occur, known as resonance cascades. An unstable object will visually appear as any other high value item, upon placing it in the plinth and visualising the path, many scatter paths can be observed, here, you must be careful. While it very well might be just a high value research item, crew should be warned of the possibility of unstable objects. Upon being struck with a high energy laser shot, and unstable item will cause a resonance cascade, an explosive and anomalous event. A resonance cascade can result in structural damage or the materialisation of bizarre and abnormal creatures. An prospering scientist need be well aware of cascades and take care to avoid triggering one. &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* The R&amp;amp;D laser projector annihilates any object placed within the plinth. While this does not work for high risk items, it can still be used as an effective method for disposing trash or removing evidence without arising cargo&#039;s knowledge.&lt;br /&gt;
* The R&amp;amp;D laser projector respects the selected research focus, ensure to set the departments focus before starting to maximise efficiency. &lt;br /&gt;
* Toolboxes and other containers are a good source of test items, as not only to they contain a variety of items, but they themselves can be used for effective research. &lt;br /&gt;
* If you are gathering large quantities of items, ensure to scan the quality of items so you do not waste time researching items for very little gain; Maximise your time efficiency. &lt;br /&gt;
* When rotating a reflector panel, interacting normally with a screwdriver will rotate it clockwise, but interacting while holding the ALT key will rotate it anti-clockwise. &lt;br /&gt;
* Between reflector panels and H.I.E.C.A&#039;s, you will be needing a variety of tools to consistently operate. Acquiring a toolbelt and/or toolbox will greatly speedup your research time. &lt;br /&gt;
* Avoid shooting objects with greater than 10 scatter lines, while these might just be high value, they can often be unstable and the source of a resonance cascade. &lt;br /&gt;
&lt;br /&gt;
== Image References ==&lt;br /&gt;
[[File:MinistationHEL.png|thumb|624x624px|Standard high energy lab setup at round start.|none]]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a high energy lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least one R&amp;amp;D laser projector and that this projector is correctly connected to power (Aswell as the department research server).&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least one Research Item Plinth. (In engine name: ResearchPlinth)&lt;br /&gt;
&lt;br /&gt;
[ ] The department has between 1-2 H.I.E.C.A&#039;s for each item plinth. Ensure the H.I.E.C.A&#039;s are correctly connected to power and the projector. (In engine name: EnergyCollector)&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains at least 2 R.I.E scanners, explore having more for larger maps. (In engine name: ResearchItemScanner)&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains between 3-4 reflectors (In engine name: ReflectorSingle)&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Xenoarcheology&amp;diff=1277</id>
		<title>Guide to Xenoarcheology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Xenoarcheology&amp;diff=1277"/>
		<updated>2025-05-05T16:27:21Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarcheology_Wiki.png|128x128px]]&lt;br /&gt;
&lt;br /&gt;
Do you wish to join Nanotransen&#039;s [[Scientist]]s in their effort to study and collect alien artifacts? Welcome to Xenoarcheology! This guide will cover; Artifacts, Artifact Sampling, Xenoarcheology Machines, Xenoarcheology Items, Tips and tricks, Mapping.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
[[File:Artifact Research Console.png|left|128x128px]]&lt;br /&gt;
===Anomaly Reporting Console===&lt;br /&gt;
The anomaly reporting is where you will be recording all your observations about artifacts you are studying. To connect the console to an artifact, use a multitool on your desired artifact, and then use the same multitool on the console, if done correctly, the artifacts ID shall appear in the consoles UI. In order to save your data, press the print button and the consoles current data will be printed to a physical anomaly report paper. The report with the recorded data can be sold at cargo, a flawless report will award 12,500 credits, mistakes will lower the report&#039;s value. Once a report about an artifact has been sold, subsequent reports will be worth 0 credits.[[File:Artifact Analyzer.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
===Artifact Analyzer===&lt;br /&gt;
The artifact analyzer is one of the most useful tools you have at your disposal to analyze artifacts. The analyzer can scan and deconstruct samples taken from artifacts. These scans not only provide useful data about the artifacts being study but also provide a small RP reward to its connected research server. Deconstructing samples provides materials from the samples internal composition, this can become a reliable if minor source of rare materials such as bluespace, uranium and bananium sheets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
Artifacts are strange objects found in the depths on space in the hearts of asteroids and the plains of lavaland. All artifacts posses effects, both positive and negative that effect their environment in a number of ways. It&#039;s your job as a scientist to study these objects and find out what their effects are.&lt;br /&gt;
&lt;br /&gt;
=== Dormancy ===&lt;br /&gt;
All Artifacts begin in a dormant state. While in this dormant state their effects on the world are greatly reduced, dormant artifacts are relatively safe to transport and be near. When an artifact is interacted with or it suffers damage, It has a chance to wake up. This process can be stream lined by catalyzing the artifact with a Uranium Sheet. Once an artifact is awake it&#039;s full power is unleashed for better or for worse. If the science department has found itself in possession of a dangerous artifact that they wish to store, artifacts can be returned to a dormant state by exposing them to an atmosphere of Nitrous Oxide (N2O). The higher the concentration the quicker the artifact will fall dormant. Taking samples can also wake up artifacts from their dormant state.&lt;br /&gt;
&lt;br /&gt;
=== Composition and Effects ===&lt;br /&gt;
All artifacts have an internal composition that is a combination of bluespace, uranium, bananium and a base element based on its type. An artifacts composition can be studied with the Artifact Analyzer, wether by scanning the artifact, or deconstructing it and observing the obtained materials. An artifacts composition influences it&#039;s likely hood of possessing certain effects.&lt;br /&gt;
&lt;br /&gt;
Those with higher bluespace compositions are more likely to possess teleportation and summoning related effects.&lt;br /&gt;
&lt;br /&gt;
Those with higher uranium compositions are more likely to possess transmutation and damaging effects.&lt;br /&gt;
&lt;br /&gt;
Those with higher bananium compositions are more likely to possess physiological effects such as stuns and paranoia.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Samples ===&lt;br /&gt;
All artifacts can have samples taken from them, samples can be analyzed or deconstructed in the artifact analyzer. It is wise to note that while samples take after their parent artifacts properties, their properties can tend to vary upwards of 10%. As such Nanotransen encourages the taking of multiple samples to obtain the most accurate results. The tool needed to sample an artifact varies with its type, observe the table below for more information:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Type (Image)&lt;br /&gt;
!Type (Name)&lt;br /&gt;
!Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ano00.png|frameless|64x64px]]&lt;br /&gt;
|Geological&lt;br /&gt;
|[[File:Pick hand.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ano120.png|frameless|64x64px]]&lt;br /&gt;
|Organic&lt;br /&gt;
|[[File:Surgery scalpel.png|frameless|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ano90.png|frameless|64x64px]]&lt;br /&gt;
|Mechanical&lt;br /&gt;
|[[File:Tools welder.png|frameless|64x64px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Xenoarcheology Items ==&lt;br /&gt;
&lt;br /&gt;
=== Sample Container ===&lt;br /&gt;
The sample container is storage item that can hold three small items. The container is heavily reinforced and resistant to explosives, fire and acid. Ideal for storing valuable artifacts somewhere safe.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Report ===&lt;br /&gt;
Anomaly reports are pieces of paper. Mechanically that&#039;s all they are. However, written on them is information pertaining to studied artifacts. You can use the Anomaly Reporting console to generate these reports for you or write them yourself if you are familliar with the format. Completed reports may be sold at cargo, a 100% accurate report sells for 12,500 credits. If a report pertaining to a given artifact is sold, any subsequent reports on the same artifact will be worth 0. Measure twice, cut once.&lt;br /&gt;
&lt;br /&gt;
=== AP Hardsuit ===&lt;br /&gt;
AP hardsuits are hardsuits designed to resist the effects of anomalies, they provide good radiation protection and great anomaly protection. Although they are not as good as anomaly suits when it comes to blocking effects, it is advised to swap to an anomaly suit when inside the station walls.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Suit ===&lt;br /&gt;
A suit specialised for anomaly research. The suit provides almost flawless protection from all artifact effects, this is the go to suit for artifact researchers.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Remember, xenoarcheology is science&#039;s closest relation to the cargo department. On small stations it is cargo that provides xenoarcheology with its samples, and in return the researched artifacts provide a nice credit sum for cargo. As a result, make sure you have good relations with the cargo department so you don&#039;t get cut off of your specimen supply.&lt;br /&gt;
* If you are planning on storing an artifact, gas it into dormancy. Dormancy is a powerful tool, and dangerous and deadly artifacts should be dormant whenever they can be without disrupting research, less you come under fire by the crew for a series of anomaly related injuries.&lt;br /&gt;
* Practice taking multiple samples of an artifact, and using the collective data to make more informed guesses as to the true composition of the artifact, you only have one shot at selling the artifact data, so make sure it counts!&lt;br /&gt;
* Always wear your AP Hardsuit/Anomaly suit when dealing with artifacts, the AP hardsuit provides 90% resistance and the anomaly suit 99%. If you are a research director, your prototype hardsuit provides a full 100% resistance. You don&#039;t want to be caught without it.&lt;br /&gt;
* Artifacts react upon taking damage (including sample taking), and they do not possess much integrity, so make sure to look after your artifacts, otherwise you could lose valuable research.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a xenoarcheology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least one artifact analyzer, if its a large station, 2.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least one anomaly reporting console, if its a large station, 2.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains a folder, pen and paper. This paper may be in the form of incomplete research papers.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains one of each sampling tool as well as a multitool for artifact connection.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has an air locked gas chamber with access to Nitrous Oxide for placing artifacts in hibernation. On large stations consider having a small atmos setup.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 AP Hardsuit SSU&#039;s and 2 Anomaly Suit lockers, consider adding more for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 sample containers, consider more for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] Large stations should have their own shuttle for xenoarcheology research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Xenoarcheology&amp;diff=1276</id>
		<title>Guide to Xenoarcheology</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Xenoarcheology&amp;diff=1276"/>
		<updated>2025-05-05T16:26:09Z</updated>

		<summary type="html">&lt;p&gt;Atner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarcheology_Wiki.png|128x128px]]&lt;br /&gt;
&lt;br /&gt;
Do you wish to join Nanotransen&#039;s [[Scientist]]s in their effort to study and collect alien artifacts? Welcome to Xenoarcheology! This guide will cover; Artifacts, Artifact Sampling, Xenoarcheology Machines, Xenoarcheology Items, Tips and tricks, Mapping.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
[[File:Artifact Research Console.png|left|128x128px]]&lt;br /&gt;
===Anomaly Reporting Console===&lt;br /&gt;
The anomaly reporting is where you will be recording all your observations about artifacts you are studying. To connect the console to an artifact, use a multitool on your desired artifact, and then use the same multitool on the console, if done correctly, the artifacts ID shall appear in the consoles UI. In order to save your data, press the print button and the consoles current data will be printed to a physical anomaly report paper. The report with the recorded data can be sold at cargo, a flawless report will award 12,500 credits, mistakes will lower the report&#039;s value. Once a report about an artifact has been sold, subsequent reports will be worth 0 credits.[[File:Artifact Analyzer.png|left|128x128px]]&lt;br /&gt;
&lt;br /&gt;
===Artifact Analyzer===&lt;br /&gt;
The artifact analyzer is one of the most useful tools you have at your disposal to analyze artifacts. The analyzer can scan and deconstruct samples taken from artifacts. These scans not only provide useful data about the artifacts being study but also provide a small RP reward to its connected research server. Deconstructing samples provides materials from the samples internal composition, this can become a reliable if minor source of rare materials such as bluespace, uranium and bananium sheets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
Artifacts are strange objects found in the depths on space in the hearts of asteroids and the plains of lavaland. All artifacts posses effects, both positive and negative that effect their environment in a number of ways. It&#039;s your job as a scientist to study these objects and find out what their effects are.&lt;br /&gt;
&lt;br /&gt;
=== Dormancy ===&lt;br /&gt;
All Artifacts begin in a dormant state. While in this dormant state their effects on the world are greatly reduced, dormant artifacts are relatively safe to transport and be near. When an artifact is interacted with or it suffers damage, It has a chance to wake up. This process can be stream lined by catalyzing the artifact with a Uranium Sheet. Once an artifact is awake it&#039;s full power is unleashed for better or for worse. If the science department has found itself in possession of a dangerous artifact that they wish to store, artifacts can be returned to a dormant state by exposing them to an atmosphere of Nitrous Oxide (N2O). The higher the concentration the quicker the artifact will fall dormant. Taking samples can also wake up artifacts from their dormant state.&lt;br /&gt;
&lt;br /&gt;
=== Composition and Effects ===&lt;br /&gt;
All artifacts have an internal composition that is a combination of bluespace, uranium, bananium and a base element based on its type. An artifacts composition can be studied with the Artifact Analyzer, wether by scanning the artifact, or deconstructing it and observing the obtained materials. An artifacts composition influences it&#039;s likely hood of possessing certain effects.&lt;br /&gt;
&lt;br /&gt;
Those with higher bluespace compositions are more likely to possess teleportation and summoning related effects.&lt;br /&gt;
&lt;br /&gt;
Those with higher uranium compositions are more likely to possess transmutation and damaging effects.&lt;br /&gt;
&lt;br /&gt;
Those with higher bananium compositions are more likely to possess physiological effects such as stuns and paranoia.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Samples ===&lt;br /&gt;
All artifacts can have samples taken from them, samples can be analyzed or deconstructed in the artifact analyzer. It is wise to note that while samples take after their parent artifacts properties, their properties can tend to vary upwards of 10%. As such Nanotransen encourages the taking of multiple samples to obtain the most accurate results. The tool needed to sample an artifact varies with its type, observe the table below for more information:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Type (Image)&lt;br /&gt;
!Type (Name)&lt;br /&gt;
!Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ano00.png|frameless|64x64px]]&lt;br /&gt;
|Geological&lt;br /&gt;
|[[File:Pick hand.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ano120.png|frameless|64x64px]]&lt;br /&gt;
|Organic&lt;br /&gt;
|[[File:Surgery scalpel.png|frameless|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ano90.png|frameless|64x64px]]&lt;br /&gt;
|Mechanical&lt;br /&gt;
|[[File:Tools welder.png|frameless|64x64px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Xenoarcheology Items ==&lt;br /&gt;
&lt;br /&gt;
=== Sample Container ===&lt;br /&gt;
The sample container is storage item that can hold three small items. The container is heavily reinforced and resistant to explosives, fire and acid. Ideal for storing valuable artifacts somewhere safe.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Report ===&lt;br /&gt;
Anomaly reports are pieces of paper. Mechanically that&#039;s all they are. However, written on them is information pertaining to studied artifacts. You can use the Anomaly Reporting console to generate these reports for you or write them yourself if you are familliar with the format. Completed reports may be sold at cargo, a 100% accurate report sells for 12,500 credits. If a report pertaining to a given artifact is sold, any subsequent reports on the same artifact will be worth 0. Measure twice, cut once.&lt;br /&gt;
&lt;br /&gt;
=== AP Hardsuit ===&lt;br /&gt;
AP hardsuits are hardsuits designed to resist the effects of anomalies, they provide good radiation protection and great anomaly protection. Although they are not as good as anomaly suits when it comes to blocking effects, it is advised to swap to an anomaly suit when inside the station walls.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Suit ===&lt;br /&gt;
A suit specialised for anomaly research. The suit provides almost flawless protection from all artifact effects, this is the go to suit for artifact researchers.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Remember, xenoarcheology is science&#039;s closest relation to the cargo department. On small stations it is cargo that provides xenoarcheology with its samples, and in return the researched artifacts provide a nice credit sum for cargo. As a result, make sure you have good relations with the cargo department so you don&#039;t get cut off of your specimen supply.&lt;br /&gt;
* If you are planning on storing an artifact, gas it into dormancy. Dormancy is a powerful tool, and dangerous and deadly artifacts should be dormant whenever they can be without disrupting research, less you come under fire by the crew for a series of anomaly related injuries.&lt;br /&gt;
* Practice taking multiple samples of an artifact, and using the collective data to make more informed guesses as to the true composition of the artifact, you only have one shot at selling the artifact data, so make sure it counts!&lt;br /&gt;
* Always wear your AP Hardsuit/Anomaly suit when dealing with artifacts, the AP hardsuit provides 90% resistance and the anomaly suit 99%. If you are a research director, your prototype hardsuit provides a full 100% resistance. You don&#039;t want to be caught without it.&lt;br /&gt;
* Artifacts react upon taking damage (including sample taking), and they do not possess much integrity, so make sure to look after your artifacts, otherwise you could lose valuable research.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping a xenoarcheology department, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least one artifact analyzer, if its a large station, 2.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least one artifact research console, if its a large station, 2.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains a folder, pen and paper. This paper may be in the form of incomplete research papers.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains one of each sampling tool as well as a multitool for artifact connection.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has an air locked gas chamber with access to Nitrous Oxide for placing artifacts in hibernation. On large stations consider having a small atmos setup.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 AP Hardsuit SSU&#039;s and 2 Anomaly Suit lockers, consider adding more for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 sample containers, consider more for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] Large stations should have their own shuttle for xenoarcheology research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1275</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1275"/>
		<updated>2025-04-23T08:59:14Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Useful Chemicals Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Reactions: The required reactions are chemicals that must not be present in the grenade prior to mixing, but instead result from the mixing of the chemicals in the beakers. Most commonly, required reactions are various foams or smoke powder. The quantity of the final reactant must match &#039;&#039;exactly&#039;&#039; with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants = &lt;br /&gt;
1 part [[#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Table Salt|Table Salt]]&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Table Salt&amp;quot;&amp;gt;Table Salt&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1274</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1274"/>
		<updated>2025-04-23T08:58:25Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Useful Chemicals Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Reactions: The required reactions are chemicals that must not be present in the grenade prior to mixing, but instead result from the mixing of the chemicals in the beakers. Most commonly, required reactions are various foams or smoke powder. The quantity of the final reactant must match &#039;&#039;exactly&#039;&#039; with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants = &lt;br /&gt;
1 part [[#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part Table Salt&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Table Salt&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Sodium&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1273</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1273"/>
		<updated>2025-04-23T08:55:05Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Useful Chemicals Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Reactions: The required reactions are chemicals that must not be present in the grenade prior to mixing, but instead result from the mixing of the chemicals in the beakers. Most commonly, required reactions are various foams or smoke powder. The quantity of the final reactant must match &#039;&#039;exactly&#039;&#039; with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilize&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants = &lt;br /&gt;
1 part [[#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part Table Salt&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1272</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1272"/>
		<updated>2025-04-23T08:54:38Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Useful Chemicals Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Reactions: The required reactions are chemicals that must not be present in the grenade prior to mixing, but instead result from the mixing of the chemicals in the beakers. Most commonly, required reactions are various foams or smoke powder. The quantity of the final reactant must match &#039;&#039;exactly&#039;&#039; with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent Destabilise&amp;quot;&amp;gt;Stabilizing Agent Destabilise&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Removes Reactants = &lt;br /&gt;
1 part [[#Stabilizing Agent|Stabilizing Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part Table Salt&lt;br /&gt;
|0K - 150K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1271</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1271"/>
		<updated>2025-04-23T08:52:45Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Pyrotechnic Reactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Reactions: The required reactions are chemicals that must not be present in the grenade prior to mixing, but instead result from the mixing of the chemicals in the beakers. Most commonly, required reactions are various foams or smoke powder. The quantity of the final reactant must match &#039;&#039;exactly&#039;&#039; with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part [[#Stabilizing Agent|Stabilizing Agent]] per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part [[#Stabilizing Agent|Stabilizing Agent]] for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1270</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1270"/>
		<updated>2025-04-23T08:51:54Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Useful Chemicals Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Reactions: The required reactions are chemicals that must not be present in the grenade prior to mixing, but instead result from the mixing of the chemicals in the beakers. Most commonly, required reactions are various foams or smoke powder. The quantity of the final reactant must match &#039;&#039;exactly&#039;&#039; with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part Stabilizing Agent per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part Stabilizing Agent for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|150K - 300K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
	<entry>
		<id>https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1269</id>
		<title>Guide to Ordnance</title>
		<link rel="alternate" type="text/html" href="https://wiki.unitystation.org/index.php?title=Guide_to_Ordnance&amp;diff=1269"/>
		<updated>2025-04-23T08:46:57Z</updated>

		<summary type="html">&lt;p&gt;Atner: /* Useful Chemicals Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ordnance is the area of R&amp;amp;D focused on the synthesis of chemicals and explosives, in particular, chemical grenades. If your goal as a scientist is to become an expert in not only creating potent explosives, but versatile explosives to protect and assist the station, then ordnance is the area of research for you. &lt;br /&gt;
&lt;br /&gt;
== Chemical Grenades ==&lt;br /&gt;
[[File:Grenade chemg.png|right|frameless|128x128px]]&lt;br /&gt;
Chemical grenades are what you will be using for the vast majority of your ordnance adventures. In essence, all a chemical grenade is, is two beakers/chem storage containers attached to a timer that mixes them. Using a chemical grenade is simple:&lt;br /&gt;
&lt;br /&gt;
1) Locate an empty chemical grenade casing or make one with 5 metal sheets. &lt;br /&gt;
&lt;br /&gt;
2) Fill two beakers of any size with your desired chemicals&lt;br /&gt;
&lt;br /&gt;
3) Place the beakers in the casing one after another&lt;br /&gt;
&lt;br /&gt;
4) Use a screwdriver to secure the casing shut. &lt;br /&gt;
&lt;br /&gt;
5) Active the grenade in your hand by either clicking on it while holding or pressing the &#039;Z&#039; key. &lt;br /&gt;
&lt;br /&gt;
6) Throw it! &lt;br /&gt;
&lt;br /&gt;
After a short delay, the chemical grenade will mix the contents of the two beakers, if your chemistry is correct, this can cause an explosion, foam, smoke, or whatever you have designed it to do. If the grenade was not designed to explode, then it is possible that the casing survived, as such, it can be recovered, and by un-securing the casing with a screwdriver and removing the beakers, the casing can be reused for further testing. &lt;br /&gt;
&lt;br /&gt;
Once researched in the techweb, scientist may also produce pyro, cyro and AR chemical grenade variants. &lt;br /&gt;
&lt;br /&gt;
Pyrochemical Grenades will increase the temperature of reactants by 300K on detonation. &lt;br /&gt;
&lt;br /&gt;
Cyrochemical Grenades will decrease the temperature of reactants by 100K on detonation. &lt;br /&gt;
&lt;br /&gt;
AR or advance release chemical Grenades will gradually mix reactants over time, configurable by the user. &lt;br /&gt;
&lt;br /&gt;
== The Blast Yield Detector ==&lt;br /&gt;
[[File:BYD.png|right|frameless|128x128px]]&lt;br /&gt;
The blast yield detector is how you turn a series of random explosives into RP that can help the station. The blast yield detector will detect any explosions that take place in a cone on front of it, recording their yield and chemical composition, reporting it to its GUI. However, the most important feature of the detector is its &#039;&#039;bounty list.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are constructing your own blast yield detector, ensure it is connected both to a valid APC for power and a research server of which it will transmit any data to and receive its targets. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Bounties ===&lt;br /&gt;
At the start of each round, the blast yield detector will be populated with 15 explosive targets or bounties. Each bounty will have a Required Yield, List of Required Reactions and a List of Required Reagents. If the detector detects an explosion that satisfies the requirements of a target, the target will complete and award 15RP. &lt;br /&gt;
&lt;br /&gt;
Required Yield: The explosive potency of the grenade. The target explosive must have a potency greater than or equal to the listed yield. The yield of any explosive will be displayed in the BYD after it detonates. Learning what chemical mixes result in which yields can take alot of time an experimentation to learn, but once it is learnt, doing so can become a breeze.&lt;br /&gt;
&lt;br /&gt;
Required Reactions: The required reactions are chemicals that must not be present in the grenade prior to mixing, but instead result from the mixing of the chemicals in the beakers. Most commonly, required reactions are various foams or smoke powder. The quantity of the final reactant must match &#039;&#039;exactly&#039;&#039; with the displayed value. Getting them to match exactly can take time and some math. Ordnance departments come equipped with eyedroppers which can be utilised to place very precise amounts of reagents into beakers.&lt;br /&gt;
&lt;br /&gt;
Required Reagents: The required reagents are chemicals that must be present before and after the beakers mix. Similar to the required reactions, these reagents must be in the exact quantity specified in the target and as such, the departments eyedroppers can once again be used to obtain precise amounts of each chemical. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a chemical grenade that you believe satisfies the requirement of a bounty, you must test it live. The grenade must be detonated in the view of the blast yield detector (Most stations come equipped with a Mass Driver or airlock for detonating explosives in space safely away from the station). If the grenade matches a bounty, that bounty will clear, and you will be awarded the RP. &lt;br /&gt;
[[File:OrdnanceUI.png|none|thumb|555x555px|The GUI of the blast yield detector]]&lt;br /&gt;
&lt;br /&gt;
== Pyrotechnic Reactions ==&lt;br /&gt;
Below you can find a list of existing pyrotechnic chemicals that might prove useful in your experiments:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#aeecf2&amp;quot; |Pyrotechnic Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot;  |Description&lt;br /&gt;
! style=&amp;quot;width:200px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
! style=&amp;quot;width:150px; background-color:#c9eef2&amp;quot;  |Detonation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Powder&lt;br /&gt;
|Detonates to form a smoke cloud, will be laced with other chemicals found in the container. Can be stabilized by 1 part Stabilizing Agent per 30u of smoke powder.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sugar&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
374K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Flash Powder&lt;br /&gt;
|Flashes and stuns nearby players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Aluminum&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|374K&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Powder&lt;br /&gt;
|Deafens nearby players for a moderate duration. Also stuns players for a short duration.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Cola&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
|0K&lt;br /&gt;
|300K&lt;br /&gt;
|-&lt;br /&gt;
|EMP&lt;br /&gt;
|Fries electronics in a given area. Can cause cybernetics to malfunction.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Uranium&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Foam&lt;br /&gt;
|Coats the floor in slippery foam depositing chemicals found within the container.&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam that hardens into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Smart Metal Foam&lt;br /&gt;
|Coats the floor in metallic foam with only the outermost tiles hardening into walls.&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts Aluminum / Iron&lt;br /&gt;
&lt;br /&gt;
1 part [[#Smart-Foaming-Agent|Smart Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Dark Matter&lt;br /&gt;
|Sucks in nearby objects with a strength proportional to amount detonated. &lt;br /&gt;
Will form a singularity if over 400 units of it are detonated at once.&lt;br /&gt;
Can be stabilized with 1 part Stabilizing Agent for each 30u of Liquid Dark Matter&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Stable Plasma&lt;br /&gt;
&lt;br /&gt;
1 part Radium&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|0K (Unstable)&lt;br /&gt;
473K (Stable)&lt;br /&gt;
|-&lt;br /&gt;
|Nitroglycerin&lt;br /&gt;
|Explodes with a potency of 10&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Glycerol|Glycerol]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Fluorosulfuric-Acid|Fluorosulfuric Acid]]&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Azide&lt;br /&gt;
|Explodes with a potency of 6&lt;br /&gt;
Takes 1 second to detonate, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 6 parts =&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Sodium&lt;br /&gt;
&lt;br /&gt;
1 part Silver&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Black Powder&lt;br /&gt;
|Explodes with a potency of 3&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Saltpetre|Saltpetre]]&lt;br /&gt;
&lt;br /&gt;
1 part Charcoal&lt;br /&gt;
&lt;br /&gt;
1 part Sulfur&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Methamphetamine&lt;br /&gt;
|Explodes with a potency of 2.&lt;br /&gt;
Has medicinal properties&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]] / [[#Ephedrine|Ephedrine]]&lt;br /&gt;
&lt;br /&gt;
1 part Iodine&lt;br /&gt;
&lt;br /&gt;
1 part Phosphorus&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
372K (Ephedrine)&lt;br /&gt;
|300K (Diethylamine)&lt;br /&gt;
380K (Ephedrine)&lt;br /&gt;
|-&lt;br /&gt;
|Welding Fuel&lt;br /&gt;
|Explodes with a potency of 2&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
|0K&lt;br /&gt;
|474K&lt;br /&gt;
|-&lt;br /&gt;
|Chlorine Triflouride&lt;br /&gt;
|Explodes with a potency of 1, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Chlorine&lt;br /&gt;
&lt;br /&gt;
3 parts Fluorine&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Explosion Potassium Water&lt;br /&gt;
|Explodes with a potency of 0.8, highly reactive, will detonate on formation.&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
|0K&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Useful Chemicals Reference ==&lt;br /&gt;
Below you can find a list of useful chemicals for forming pyrotechnics or adding to grenades:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#aeecf2&amp;quot; |Chemical Name&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Reactants&lt;br /&gt;
! style=&amp;quot;width:250px; background-color:#c9eef2&amp;quot; |Formation Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Stabilizing Agent&amp;quot;&amp;gt;Stabilizing Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Iron&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Glycerol&amp;quot;&amp;gt;Glycerol&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
3 parts Corn Oil&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|100K - 350K&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Fluorosurfactant&amp;quot;&amp;gt;Fluorosurfactant&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
2 parts Carbon&lt;br /&gt;
&lt;br /&gt;
2 parts Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Fluorosulfuric-Acid&amp;quot;&amp;gt;Fluorosulfuric Acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Fluorine&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Sulfuric Acid&lt;br /&gt;
|380K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ephedrine&amp;quot;&amp;gt;Ephedrine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Sugar&lt;br /&gt;
&lt;br /&gt;
1 part Oil&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part [[#Diethylamine|Diethylamine]]&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Diethylamine&amp;quot;&amp;gt;Diethylamine&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Ethanol&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Ammonia&amp;quot;&amp;gt;Ammonia&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
3 parts Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Foaming-Agent&amp;quot;&amp;gt;Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 1 part =&lt;br /&gt;
1 part Lithium&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Smart-Foaming-Agent&amp;quot;&amp;gt;Smart Foaming Agent&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 5 parts =&lt;br /&gt;
3 parts [[#Foaming-Agent|Foaming Agent]]&lt;br /&gt;
&lt;br /&gt;
1 part [[#Acetone|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Iron&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Oil&amp;quot;&amp;gt;Oil&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Hydrogen&lt;br /&gt;
&lt;br /&gt;
1 part Carbon&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Acetone&amp;quot;&amp;gt;Acetone&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part [[#Oil|Oil]]&lt;br /&gt;
&lt;br /&gt;
1 part Welding Fuel&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span id=&amp;quot;Saltpetre&amp;quot;&amp;gt;Saltpetre&amp;lt;/span&amp;gt;&lt;br /&gt;
|= Makes 3 parts =&lt;br /&gt;
1 part Potassium&lt;br /&gt;
&lt;br /&gt;
1 part Nitrogen&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Cleaner&lt;br /&gt;
|= Makes 2 parts =&lt;br /&gt;
1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
&lt;br /&gt;
1 part Water&lt;br /&gt;
|0K&lt;br /&gt;
|-&lt;br /&gt;
|Space Lube&lt;br /&gt;
|= Makes 4 parts =&lt;br /&gt;
1 part Water&lt;br /&gt;
&lt;br /&gt;
1 part Silicon&lt;br /&gt;
&lt;br /&gt;
1 part Oxygen&lt;br /&gt;
|0K&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t stress about putting all your reagents in the same beaker at first. If the explosive requires reagents like space lube, mix them separately before transferring them all to the final beaker. &lt;br /&gt;
* For required reactions, ensure they cannot react before the beakers mix. If you put potassium in one beaker, ensure no water is put in that same beaker, keep them separate until the grenade triggers.&lt;br /&gt;
* Using the Techweb, higher capacity beakers can be researched, these higher capacity beakers, such as meta material and bluespace beakers, can prove invaluable when creating larger or more complex grenades. &lt;br /&gt;
* Ordnance is one of the science departments that can benefit from multiple scientists collaborating, as most ordnance labs have enough equipment for two scientists to work simultaneously. &lt;br /&gt;
* To save time, employ the use of science goggles, science googles allow you to see the content of containers such as beakers when inspecting, saving you time having to place beakers back inside the chem dispenser to check their composition. &lt;br /&gt;
* Bounties don&#039;t have to be done in order! If you are more confident with some bounties over others, you can always knock out the easier ones first, then take your time with the harder ones later on. &lt;br /&gt;
* Bounties can amount to 225 RP throughout an entire round, this is a substantial portion of the Techweb from ordnance alone, if you are struggling to research the Techweb, don&#039;t neglect ordnance!&lt;br /&gt;
*Currently this wiki is incomplete, for recipes on chemicals, check out the TG wiki [https://tgstation13.org/wiki/Guide_to_chemistry here]&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
If you are a developer planning on mapping an ordnance lab, make sure you can tick all the following boxes:&lt;br /&gt;
&lt;br /&gt;
[ ] The department has a blast yield detector; the detector is facing in the correct direction and is properly connected to the research server.&lt;br /&gt;
&lt;br /&gt;
[ ] The department contains some method of detonating explosives safely in the view of the BYD. This is often done with a mass driver, but other methods can be used as well. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has at least 2 Chem Dispensers, explore having upwards of 4 for larger stations.&lt;br /&gt;
&lt;br /&gt;
[ ] The department is adequately equipped with beakers. At the bare minimum, at least 2 boxes of beakers should be present, Accompanied by at least 2 large beakers. &lt;br /&gt;
&lt;br /&gt;
[ ] The department comes pre-equipped with at least 4 chemical grenade casings, and a screwdriver to tinker with them. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has a bomb suit locker for scientists to wear while testing, on larger maps, explore having up to 4 bomb suits. &lt;br /&gt;
&lt;br /&gt;
[ ] The department has atleast 2 eyedroppers, consider having significantly more (Upwards of 4) for larger stations. &lt;br /&gt;
&lt;br /&gt;
[ ] The department should have one bottle of toxin for specific bounties that require it. Be careful before adding more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roles Footer}}&lt;br /&gt;
[[Category:Research Guides]]&lt;/div&gt;</summary>
		<author><name>Atner</name></author>
	</entry>
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