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		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_mapping&amp;diff=37216</id>
		<title>Guide to mapping</title>
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		<updated>2023-11-21T19:34:23Z</updated>

		<summary type="html">&lt;p&gt;HowToLoLu: Updated the header for sorting codes to be more clear of *what* sorting codes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Other related guides: [[Understanding SS13 code]], [[SS13 for experienced programmers]] and [[Map Merger]]&lt;br /&gt;
== Map Merger ==&lt;br /&gt;
It is important that you use the [[Map Merger]] tools before commiting any changes to a map. See [[Map_Merger|here]] for how.&lt;br /&gt;
&lt;br /&gt;
== Exploration Ruins ==&lt;br /&gt;
If you want to add space ruins for the exploration team, see [[Guide to mapping/Exploration ruins]].&lt;br /&gt;
&lt;br /&gt;
== Important Variables ==&lt;br /&gt;
This section contains a list of important variables and their values which you will need when mapping.&lt;br /&gt;
=== Access Requirements ===&lt;br /&gt;
To set a door to have access requirements you can edit either req_access_txt or req_access_one_txt. Setting req_access_txt to &amp;quot;55,22&amp;quot; for example would require access 55 and 22 for the door to open. Setting req_access_one_txt to &amp;quot;55,22&amp;quot; would mean anyone with access 55 or 22 can open the door and only 1 access is required.&lt;br /&gt;
&lt;br /&gt;
https://wiki.beestation13.com/view/Guide_to_door_access&lt;br /&gt;
=== Disposals Sorting Codes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Sorting Code&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Waste&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Disposals&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Bay&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Quartermaster&#039;s Office&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Engineering&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Chief Engineer&#039;s Office&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Atmospherics&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Security&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Head of Security&#039;s Office&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Medical&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Chief Medical Officer&#039;s Office&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Research Director&#039;s Office&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Robotics&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Head of Personel&#039;s Office&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Library&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Chapel&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Theatre&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Bar&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|Kitchen&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Hydroponics&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|Janitor&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|Genetics&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|Testing Range&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|Toxins&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Dormitories&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Virology&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|Law Office&lt;br /&gt;
|29&lt;br /&gt;
|-&lt;br /&gt;
|Detective&#039;s Office&lt;br /&gt;
|30&lt;br /&gt;
|}&lt;br /&gt;
== Meta&#039;s Guide to Enthusiast Mapping ==&lt;br /&gt;
&#039;&#039;&#039;Written for those with any or no idea of how to use the map-maker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have no idea how experienced anyone reading this is, so I&#039;ll start from the top and try to assume little. First, you need to get yourself a copy of all the files for editing. To do this, go [https://github.com/BeeStation/BeeStation-Hornet here] and click the ZIP button next to clone this in windows. You won&#039;t be able to push to the GitHub repo or anything, but that&#039;s complicated and something you can get round to later. Once the .zip downloads, extract it wherever.&lt;br /&gt;
&lt;br /&gt;
So now you have your folder with the latest code in, and a zip backup to go back to if you break everything. In the master folder, you&#039;ll see &amp;quot;beestation.dme&amp;quot;. You want to open this with Dream Maker a program that&#039;ll be in your BYOND folder. Set Dream Maker as the default program for opening .dme files, if it isn&#039;t already. When you open it, you&#039;ll see a two tabs on the left: file, and object. In the file tab, open &#039;&#039;&#039;maps&#039;&#039;&#039;, and then open &#039;beestation.2.1.2.dmm&#039;, or whatever the current map version is called. You&#039;ll then get something looking a bit like this:&lt;br /&gt;
[[File:Dreammakermap.png|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Switch from the &#039;&#039;&#039;files&#039;&#039;&#039; tab to the &#039;&#039;&#039;objects&#039;&#039;&#039; tab, and you&#039;ll see &#039;&#039;&#039;area&#039;&#039;&#039;, &#039;&#039;&#039;mob&#039;&#039;&#039;, &#039;&#039;&#039;objects&#039;&#039;&#039;, and &#039;&#039;&#039;turf&#039;&#039;&#039;. These are the four primary &#039;layers&#039; that you can see in the editor. You can toggle their visibility and interactivity on and off using the &#039;&#039;&#039;layers &#039;&#039;&#039;dropdown. I&#039;d advise copying this map, and renaming it to, say, teststation.dmm. Perhaps delete most or all of the default station, and build on the now-empty z-level, wherever you like. To build stuff, use the object tree on the left of the UI to select things, then click to place them. A simple click lets you place one item per tile from each category, while Ctrl-click &#039;&#039;&#039;stacks&#039;&#039;&#039; it on &#039;&#039;&#039;top&#039;&#039;&#039; of all previous ones and Shift-click deletes the &#039;&#039;&#039;topmost&#039;&#039;&#039; item. You can have multiple maps open at once - I usually have the default beestation map and mine open, and can then shamelessly copy-paste things far more easily. Also, finding stuff in the object tree can be tedious as hell - right click something you see and you can see its path in the tree - obj/structure/closet/etc. This will help you find things. From this point on, really, you can begin mapping proper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can select areas to copy/paste/delete, or enter add or fill mode when placing objects. Basically just click around all the menus and you&#039;ll work out how they work, more or less. &#039;&#039;&#039;Options&amp;gt;Zoom&#039;&#039;&#039; allows you to zoom out to 50% to see more stuff. Use layers to select which of area, objects and turf you want to edit. If you actually want to be able to see anything, I&#039;d deselect area, and tick &#039;only show selectable layers&#039;.&lt;br /&gt;
&lt;br /&gt;
The first step, then, is to be able to create your first few rooms. Select a turf (floor) from the generic simulated floors. These will start with the right make-up and pressure of air on them, which is how you&#039;ll want it. Surround these floors with walls, and hey presto you have a room. Try sticking some tables in there, perhaps a vending machine or two. &lt;br /&gt;
&lt;br /&gt;
If you want to add some chips to your new den but are unhappy of how they neatly stack on top of eachother, you can change their &amp;quot;pixel_x&amp;quot; and &amp;quot;pixel_y&amp;quot; values in the &amp;quot;edit&amp;quot; rmb-menu to arrange them as you want! (Remember to start and end the value with doublequotes! Also, all custom values are &#039;&#039;&#039;bold&#039;&#039;&#039; so it&#039;s easier to identify them.) In fact, most wall-mounted machines on stations are shifted like this, and while they APPEAR to be on a wall, they are actually on the tile in front of it. Just don&#039;t go overboard with this, as every new instance of an object is added as its own entry in the menu, and when there are dozens of them it can get hard to remember which one you wanted. Once you&#039;ve made your room you&#039;ll want to put lights in. &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Mystery pipe.png|left|frame|There is one uninvited guest here!]]&lt;br /&gt;
|&#039;&#039;&#039;Important:&#039;&#039;&#039; While building your station you might find yourself in need of an object with a specific alignment (windows, pipes, cables etc) that does not appear in your menu. This is because BYOND does not simulate instances of an object other than its base state unless they are present on the map. You can generate them by right clicking an object and selecting &amp;quot;generate instance from state/direction&amp;quot;. This function has an &#039;&#039;&#039;unwanted feature&#039;&#039;&#039; in which a generated object sometimes has a tag added automatically. These tags can cause error with certain features of the game during a round, and need to be removed. To check for it, right click an item on the map or in the menu, select &amp;quot;edit&amp;quot; and scroll to the &amp;quot;tag&amp;quot; line, which should be empty save for two doublequotes (&amp;quot;&amp;quot;). If it&#039;s not (which is easy to tell since the tag is massive and bold, impossible to miss even scrolling at lightspeed), change it. Well maintained maps don&#039;t usually contain these, so you should be safe to copy-paste to your heart&#039;s content. As a tip, remember that all non-standard objects have their own entry in the menu, and having a tag is not standard at all for most object!&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Editinstance.png|left|200px]]&lt;br /&gt;
| So now we get to the basics of making a functioning room. First of all, you&#039;ll need to re-enable the area layer. Pick some area from the object tree, and cover your room in it. You can rename this area if you want, we&#039;ll do that later. Make sure the area isn&#039;t used anywhere else on the map. Each area should have one APC or Area Power Controller in it. Copy one in from the default map or spawn one yourself, then rename its &amp;quot;name&amp;quot; variable through &amp;quot;edit&amp;quot; to something appropriate. If you copied your APC from another map, chances are that cell type and dir are both in bold. Cell type defines how much power the APC can hold, and for your first map you&#039;ll want to set this nice and high as you don&#039;t have any sort of generator yet - 10,000 ought to do. Dir defines the direction the APC is in with regards to the cell it occupies. Basically, 1 means it is above the cell you place it in, 2 is below, 4 is to the right and 8 to the left.&lt;br /&gt;
Note that with APCs, &#039;&#039;&#039;dir &#039;&#039;&#039; is the only variable controlling their position. Other objects have their positions defined by &#039;&#039;&#039;pixel_x &#039;&#039;&#039;and &#039;&#039;&#039;pixel_y&#039;&#039;&#039; - this changes where APCs appear in the editor, but once ingame they snap to whatever the &#039;&#039;&#039;dir&#039;&#039;&#039; variable says. Other things, like signs on walls, will only take notice of the pixel variables and not necessarily dir. In a normal power system, you&#039;d connect the APC up to all the others and the station&#039;s generator via SMES cells, but we&#039;ll do that later. For now you have a basic room that is powered and starts with enough air to breathe happily. You can put an air canister in if you think you&#039;ll consume all the oxygen, or somesuch. &lt;br /&gt;
|[[File:Directions.png|right|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Important Note:&amp;lt;/u&amp;gt;&#039;&#039;&#039; There are &#039;&#039;&#039;nudge_x &#039;&#039;&#039;and &#039;&#039;&#039;nudge_y&#039;&#039;&#039; variables in the editor, as well as various z-axis variables. Don&#039;t ever change these, they&#039;re not used in SS13 and break things.&lt;br /&gt;
&lt;br /&gt;
To be able to actually spawn into a room, you&#039;ll want to place spawners. You&#039;ll see these as the big red X symbols on the default map, for each role. There are also blue Xs for xeno spawn locations and the spawns for all latecomers on the arrival shuttle. Stick in a spawn_late somewhere in your room for now. &lt;br /&gt;
&lt;br /&gt;
To actually play your map and be able to screw around in it as an admin, you&#039;ll have to compile it. First, make sure the file tree (on the left like the object tree, click the file tab) is open, and go to maps. Make sure the only one ticked is your own. Then click Build&amp;gt;Compile from the top, and wait for it to finish. This will give you a something like &amp;quot;beestation.dmb&amp;quot; in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open &#039;admins.txt&#039;. Replace everything in there with:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;yourbyondname&amp;gt; = Game Master&amp;quot;, filling in your BYOND name.&lt;br /&gt;
&lt;br /&gt;
This will make you an admin, which is very helpful for tinkering ingame. Now to actually boot up a server so you can run your map! Find &#039;Dream Daemon&#039; (has a big green icon) in your BYOND folder, and click the &#039;File&#039; dropdown at the bottom. Select your &amp;quot;beestation.dmb&amp;quot;. Select a port if you want, put security on safe, and visibility to invisible, for now. Click start to start the server, which will take a little while. You can then connect to it through BYOND by putting in either your external IP, shown in Dream Daemon, if that port is correctly forwarded. Otherwise use your internal IP, 192.168.x.x, where x is whatever. If you don&#039;t know this, ask and I can help. Once in, go to the admin tab and click &#039;start game&#039;. By joining after the start, you&#039;ll spawn at the late spawn you made, and, being an admin, will be able to make stuff, delete stuff, and other handy admin things (like causing massive explosions). &lt;br /&gt;
&lt;br /&gt;
From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn&#039;t too hard and is fairly rewarding. You could just tweak the default one for a bit if you like. The first thing I made was a small shuttle - you can see this at the bottom. Just tweak it and add stuff and you&#039;ll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I&#039;ll add an atmos guide later on, as well as a power generation and wiring guide. If you&#039;re a good engineer in-game, it&#039;ll help a lot as a mapper. &lt;br /&gt;
&lt;br /&gt;
If you&#039;ve managed to get all the way to the end of this before I&#039;ve added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I&#039;ll add more stuff here soon.&lt;br /&gt;
== Pre-commit checks ==&lt;br /&gt;
*Are floors with or without air, as they should be? (regular or airless)&lt;br /&gt;
*Does the area have an APC?&lt;br /&gt;
*Does the area have an Air Alarm?&lt;br /&gt;
*Does the area have a Request Console?&lt;br /&gt;
*Does the area have lights?&lt;br /&gt;
*Does the area have a light switch?&lt;br /&gt;
*Does the area have enough intercoms?&lt;br /&gt;
*Does the area have enough security cameras? (Use the verbs under Mapping for help)&lt;br /&gt;
*Is the area connected to the scrubbers air loop?&lt;br /&gt;
*Is the area connected to the vent air loop? (vent pumps)&lt;br /&gt;
*Is everything wired properly?&lt;br /&gt;
*Does the area have a fire alarm and firedoors?&lt;br /&gt;
*Do all pod doors work properly?&lt;br /&gt;
*Are accesses set properly on doors, pod buttons, etc.&lt;br /&gt;
*Are all items placed properly? (not below vents, scrubbers, tables)&lt;br /&gt;
*Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?&lt;br /&gt;
*Check for any misplaced or stacked piece of pipe (air and disposal)&lt;br /&gt;
*Check for any misplaced or stacked piece of wire&lt;br /&gt;
*Identify how hard it is to break into the area and where the weak points are, and balance the area accordingly (eg. the Vault should be made of reinforced structures and electrified windows, the Kitchen should not)&lt;br /&gt;
*Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels&lt;br /&gt;
*Are there any [[guide_to_mapping#Room Structure|indestructible turfs]] where they shouldn&#039;t be?&lt;br /&gt;
== General Station-wide Mapping Guidelines ==&lt;br /&gt;
=== In general ===&lt;br /&gt;
* Don&#039;t run pipes/cables/disposals through walls if you can avoid it. Otherwise it&#039;s a pain to repair or sabotage them, especially under r-walls.&lt;br /&gt;
* Try to connect departments to maintenance through a back or side door. This lets players escape and allows antags to break in. Metastation is a good example for this.&lt;br /&gt;
=== Atmospherics ===&lt;br /&gt;
* Each area should have EXACTLY one air alarm (Exceptions are only possible if a room has scrubbers or vent pumps on different frequencies).&lt;br /&gt;
* Each ROOM (Walled off space) should have at least one vent pump and scrubber, which is properly connected to its respective loop.&amp;lt;br&amp;gt; Keep in mind that scrubbers don&#039;t detect gases/pressure; only air alarms do.&lt;br /&gt;
* The air supply loop&#039;s pipes should be colored blue.&lt;br /&gt;
* The scrubbers loop&#039;s pipes should be colored red.&lt;br /&gt;
* Some areas require special air alarm subtypes: /engine for the SME and /server for tcomms or the RnD server room.&lt;br /&gt;
=== Power ===&lt;br /&gt;
* Each area (which requires power) should have exactly one APC. For areas with a high roundstart power draw (engineering/cargo), one of the highcap subtypes can be used.&lt;br /&gt;
== Atmospherics ==&lt;br /&gt;
=== Pipes and manifolds ===&lt;br /&gt;
Atmospherics releases it&#039;s cocktail of gases into the air supply loop (blue pipes). The station is also equipped with a scrubber loop, which filters unwanted gases and sends them back to atmospherics via the scrubber loop (red pipes).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re expanding the air supply loop (blue pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/supply/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/supply/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are expanding the scrubber loop (red pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/scrubbers/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/scrubbers/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are however building a pipe network which has nothing to do with the air supply or scrubbers loop, you should use the objects in /obj/machinery/atmospherics/pipe/simple/general/visible or ../hidden. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/general/visible and ../hidden. &lt;br /&gt;
&lt;br /&gt;
To add new colors of pipes, you will need add a new subtypes in the appropriate .dm files located in beestation\code\modules\atmospherics\machinery\pipes&lt;br /&gt;
&lt;br /&gt;
Please refrain from var-editing pipes, as it typically introduces graphical glitches and other issues.&lt;br /&gt;
=== Air Alarm ===&lt;br /&gt;
Every single area (with scrubbers and/or vent pumps) should have exactly one air alarm. More than one should be placed if vent pumps or scrubbers use different radio frequencies than the default one (1439).&lt;br /&gt;
=== Scrubbers (Station air supply) ===&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one scrubber.&lt;br /&gt;
&lt;br /&gt;
The path for scrubbers that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_scrubber/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the scrubber is connected to the scrubber loop!!&lt;br /&gt;
=== Vent Pumps (Station air supply) ===&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one vent pump.&lt;br /&gt;
&lt;br /&gt;
The path for vents that start on is &#039;&#039;&#039;/obj/machinery/atmospherics/components/unary/vent_pump/on&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Please make sure the &#039;&#039;&#039;id_tag&#039;&#039;&#039; is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the vent pump is connected to the air supply loop!!&lt;br /&gt;
=== Gas tanks and filters ===&lt;br /&gt;
Each station should have a full set of these - or at the bare minimum, one for N2, one for O2 and a third tank to filter dangerous gases into.&lt;br /&gt;
[[File:Atmos mapping.jpg|right|frame|Left to right: N2, O2, Airmix. The canisters inside are just for decoration.]]&lt;br /&gt;
Each gas tank needs:&lt;br /&gt;
* &#039;&#039;&#039;Outside&#039;&#039;&#039;: A tank computer and a gas filter to pick what gases will be filtered into it.&lt;br /&gt;
* &#039;&#039;&#039;Inside&#039;&#039;&#039;: A gas injector (input), a vent pump (output), a gas sensor and a specific turf.&lt;br /&gt;
The tank computer controls the input/output and receives data from the gas sensor.&lt;br /&gt;
&lt;br /&gt;
The specific turf creates the gases that will be inside each tank - the gas canister is just for decoration.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a look at the MetaStation N2 tank:&lt;br /&gt;
* &#039;&#039;&#039;Tank computer&#039;&#039;&#039;: /obj/machinery/computer/atmos_control/tank/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;N2 filter&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/filter/atmos/n2&lt;br /&gt;
* &#039;&#039;&#039;Gas injector&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/outlet_injector/atmos/nitrogen_input&lt;br /&gt;
* &#039;&#039;&#039;Vent pump&#039;&#039;&#039;: /obj/machinery/atmospherics/components/unary/vent_pump/siphon/atmos/nitrogen_output&lt;br /&gt;
* &#039;&#039;&#039;Gas sensor&#039;&#039;&#039;: /obj/machinery/air_sensor/atmos/nitrogen_tank&lt;br /&gt;
* &#039;&#039;&#039;Turf&#039;&#039;&#039;: /turf/open/floor/engine/n2&lt;br /&gt;
These objects have all the neccessary vars preset and start switched on - you&#039;ll only have to edit the dir if neccessary.&lt;br /&gt;
&lt;br /&gt;
Additionally, you&#039;ll want this type of gas mixer for the airmix tank (N2 + O2):&lt;br /&gt;
* &#039;&#039;&#039;Air mixer&#039;&#039;&#039;: /obj/machinery/atmospherics/components/trinary/mixer/airmix&lt;br /&gt;
== Power ==&lt;br /&gt;
=== APC ===&lt;br /&gt;
Each new room needs at least one, this will provide all the power for the room (magically). Each piece of machinery inside the APC&#039;s area will draw power from either the lighting, equipment or environmental channel.&lt;br /&gt;
&lt;br /&gt;
Any room that is very equipment heavy (for example cargo bay) may need a beefed up APC (apc/highcap) to prevent early blackouts. These start with higher capacity power cells.&lt;br /&gt;
=== Wiring ===&lt;br /&gt;
Make sure the wires lead from the main power grid, and to the APC(s) of your area. If any equipment in your new area requires a wire under it, line it up, connected to the main power grid, and under the machinery. &lt;br /&gt;
&lt;br /&gt;
Wires are also helpful when making electrical grilles (just dot wire under a grille), make sure the wires touch the main power grid (or they won&#039;t shock people).&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Lights ===&lt;br /&gt;
Lights take up a lot of power, don&#039;t use too many! Make sure to put in just enough so the room is fully lit, but not so many that the equipment will go out in ten minutes of the round starting.&lt;br /&gt;
=== Light switch ===&lt;br /&gt;
For mood lighting, or to show the room is currently not in use by the primary occupant. These disable the lighting equipment (and power drain associated) in the area, but not desk lamps. Place these on walls, usually by a door.&lt;br /&gt;
=== Request Console ===&lt;br /&gt;
If a certain room has no need for materials, or produces no materials, do not give it a Request Console. If it does (for either case or both) make sure it has at least one, that is in a place where some one will see it.&lt;br /&gt;
=== Intercoms ===&lt;br /&gt;
At least every room should have one of these. They should be set to 145.9, and be speaker ON Microphone OFF. This is so radio signals can reach people even without head sets on. Larger room will require more than one at a time.&lt;br /&gt;
=== Security Cameras ===&lt;br /&gt;
Most areas should have these, enough to see the general area from a Human point of view, but, not bunched together for the AI&#039;s sake. Larger rooms may require more than one.&lt;br /&gt;
== Room Structure ==&lt;br /&gt;
=== Access ===&lt;br /&gt;
Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one&#039;s we&#039;re concerned with are &#039;&#039;&#039;req_access_txt&#039;&#039;&#039; and &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;. &lt;br /&gt;
[[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it&#039;s a public door, the access is set to &amp;quot;0&amp;quot;, as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that&#039;s the value for Security front doors - accessible by Security positions, but no one else.&lt;br /&gt;
Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. &amp;quot;28;31&amp;quot; is for Kitchen and Cargo access). This might seem worthless, but it&#039;s useful for small maps, where jobs might need to share access due to cramped spaces.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an important difference between the two that you need to pay attention to - req_access_txt requires &#039;&#039;&#039;ALL LISTED ACCESSES&#039;&#039;&#039; to open the door, while req_one_access_txt lets anyone with &#039;&#039;&#039;ONE OF THE LISTED ACCESSES&#039;&#039;&#039; open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put &amp;quot;63;4&amp;quot; in &#039;&#039;&#039;req_one_access_txt&#039;&#039;&#039;, because we want the Detective &#039;&#039;&#039;AND&#039;&#039;&#039; Security to have access. If we used req_access_txt, you would need &#039;&#039;&#039;BOTH&#039;&#039;&#039; accesses to open the door, meaning neither the Detective or Security could open it.&lt;br /&gt;
&lt;br /&gt;
You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren&#039;t sure, you can take a look at Boxstation&#039;s map file and check the value on the door you&#039;re looking for).&lt;br /&gt;
=== Airless Floors ===&lt;br /&gt;
Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency.&lt;br /&gt;
&lt;br /&gt;
Use these on external tiles (to prevent lag when the game starts) and chambers that will require gas mixing (toxins mix chamber/ furnace). Double check these to make sure you don&#039;t suffocate mobs in the new rooms.&lt;br /&gt;
=== Fire Alarms and Fire Doors  ===&lt;br /&gt;
Make sure to put these INSIDE of the boundary of the area, so there is a lock down. Any spot that gets hot as a normal function should not have a fire Alarm right next to the heat source (toxin mix chamber). Make sure there is a fully sealed area (with the exception of maintenance doors for people to escape fires) that can&#039;t be open by normal civilians.&lt;br /&gt;
=== Weak Points ===&lt;br /&gt;
Judge how high security the room will be, if it is high security, reinforced walls and electrified grill windows may be in order. Areas that do not need a lot of security can use basic walls, and windows to your liking (though normal glass windows break very very easy). Each room should have one place that&#039;s weaker than the rest (like a back door, side entrance, or a window), just because the main entrance might be out of commission (and realistically, for traitors to break into).&lt;br /&gt;
=== Item and Machinery Distribution ===&lt;br /&gt;
Be smart about what will go in an area, keep a fine balance between the size of the room and amount of equipment. Large rooms may require multiple APCs to prevent power outages early in game. Second, make sure to place equipment that make sense for the area (security computer in a security area/ Medical vendor in a medical area).&lt;br /&gt;
=== Indestructible Turfs ===&lt;br /&gt;
Before you finalize a map, check for any indestructible turfs. These turfs ignore things like external damage and are typically meant for things like special ruins/rooms where you want to avoid people trying to circumvent a path. Due to these characteristics, they have no real place on regular station maps and would probably lead to confusion for players more than anything.&lt;br /&gt;
== Balance ==&lt;br /&gt;
=== Item contents ===&lt;br /&gt;
The harder the room is to enter, the more goodies or sensitive equipment there is inside. Make sure to keep this in mind (and don&#039;t make an empty room that&#039;s covered in blast doors, electrified grills, reinforced walls, and captain level doors).&lt;br /&gt;
=== Room security ===&lt;br /&gt;
A room is only as secure as its necessity. Public rooms should not have many security functions (other than a fire alarm), but private work space must be more secure (based on job). The bartenders do not need reinforced walls around their storage, but engineers do.&lt;br /&gt;
&lt;br /&gt;
The highest security rooms should utilize the highest security measures. The lowest security rooms should utilize the cheapest security measures.&lt;br /&gt;
== Step_x, step_y and the broken movement syndrome ==&lt;br /&gt;
So you compiled the map and suddenly whenever you move you no longer get the animation of moving but just &#039;appear&#039; on the next tile?&lt;br /&gt;
&lt;br /&gt;
So a while back step_x and step_y were introduced to allow pixel based movement. SS13 does not utilize this. Step_x and step_y are variables that each atom has. The way they work is that as soon as you set any object on the map to use one of these variables, the game interprets that you overrode all default movement code and wrote your own - but you didn&#039;t (The code that makes the animation from tile to tile). &lt;br /&gt;
&lt;br /&gt;
To fix this problem you need to close dream maker (save the project first, obviously). Open your map (.dmm) file in a text editor, such as notepad or notepad++. Search (ctrl+f) through the file for step_x and step_y and remove any reference to it. Once no more step_x or step_y -es are found in the file, save it and open it in dream maker once again. Compile the code and movement should work fine once more. Go to [[Community|the development IRC]] if you need more help.&lt;br /&gt;
==Shuttles==&lt;br /&gt;
Basically there&#039;s 3 types of shuttle dock stationary, transit and mobile&lt;br /&gt;
*stationary == places where the shuttle can dock&lt;br /&gt;
*transit == shuttle as it moves&lt;br /&gt;
*mobile == the place with the actual shuttle&lt;br /&gt;
so you&#039;d have a transit dock in the transit area and 2 stationary docks, one in centcomm and the other one in the station and 1 mobile dock, in centcomm for most shuttles (apart from mining)&lt;br /&gt;
&lt;br /&gt;
The shuttle docks are grouped by id eg id = &amp;quot;cargo_away&amp;quot; id = &amp;quot;cargo_transit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You need to add the dock types to the map and edit the bounding boxes via varediting the dock, you need to varedit height, width, dheight and dwidth at minimum. These are offset by the dir so do keep that in mind, eg if dir == 2 then width goes from EAST to WEST, if dir == 4 then width goes from NORTH to SOUTH and dwidth/dheight are offsets from the lower-left corner of the plane switched to the dock&#039;s dir&lt;br /&gt;
&lt;br /&gt;
You should also ensure the directions face the shuttle or face away from the thing the shuttle docks with.&lt;br /&gt;
&lt;br /&gt;
If a shuttle&#039;s mobile docking port direction is different then the stationary docking port&#039;s direction, the shuttle and all items on it will be rotated accordingly. (Try it, it works properly for just about everything)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning the bounding box for the mobile dock must fit inside of the stationary dock (after any rotation)&#039;&#039;&#039; Or the shuttle will refuse to move.&lt;br /&gt;
&lt;br /&gt;
If the shuttle&#039;s mobile docking port is in an area that is a subtype of /area/shuttle, Only turfs in the bounding box in that same area are moved. Otherwise it moves all turfs in the bounding box. This can be used for odd shaped shuttles. (the area will be transfer over as well)&lt;br /&gt;
&lt;br /&gt;
Also note that the emergency shuttle and cargo shuttle need special subtypes of the dock type eg so /obj/docking_port/mobile/emergency&lt;br /&gt;
&lt;br /&gt;
The other variables of note is traveldir, which defines if the shuttle rotates on transit, it&#039;s an angle in degrees (just imagine the shuttle is inside a circle . For example, if you want the shuttle going right to left set it to 270 degrees.&lt;br /&gt;
===Dwidth and Dheight in more depth===&lt;br /&gt;
dwidth/dheight is the offset of the docking_port obj from the (0,0) bounding box corner. In dir == 1 (north) 0,0 is the bottom left corner? This changes for each direction, For example when dir is 2 it&#039;s the upper right corner. so dwidth and dheight identify where the bounding box starts relative to the docking port obj whereaswidth and height determine the actual width and height of the bounding box&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: We count step 0 as a tile, so a height and width of 9 is actually 10 tiles (tile 0 to tile 9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is an example for the north facing shuttle dock direction - you can rotate this image to determine where the offset is for each other cardinal direction&lt;br /&gt;
[[File:ShuttleBox.png]]&lt;br /&gt;
==Other files==&lt;br /&gt;
If you are adding a map to the game, you need to ensure it has a JSON file under _maps, and is included in the maps config file.&lt;br /&gt;
[[Category:Guides]] [[Category:Game Resources]]&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>HowToLoLu</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_door_access&amp;diff=37160</id>
		<title>Guide to door access</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_door_access&amp;diff=37160"/>
		<updated>2023-10-25T21:01:23Z</updated>

		<summary type="html">&lt;p&gt;HowToLoLu: Corrected some errors and inconsistencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: [[Guide to contributing to the game]] &amp;gt; [[Guide to mapping]]&lt;br /&gt;
This page is for mapping purposes, and details what Id numbers need to be used for what in-game access.&lt;br /&gt;
&lt;br /&gt;
Use var &amp;quot;&#039;&#039;req_access_txt&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;req_one_access_txt&#039;&#039;&amp;quot; with the required accesses (numbers corresponding to areas) in brackets, separated by semicolons.&lt;br /&gt;
&lt;br /&gt;
The var &amp;quot;&#039;&#039;req_access_txt&#039;&#039;&amp;quot; requires you to have all the accesses in the list, while &amp;quot;&#039;&#039;req_one_access_txt&#039;&#039;&amp;quot; requires you to have one of the accesses in the list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Command Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#4254f5;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#4254f5;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#4254f5;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 15&lt;br /&gt;
| Change_IDs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 16&lt;br /&gt;
| AI_Upload&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 17&lt;br /&gt;
| Teleporter&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 18 &lt;br /&gt;
| EVA&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 19&lt;br /&gt;
| Heads&lt;br /&gt;
| Bridge, EVA storage windoors, gateway shutters, AI integrity restorer, comms console&lt;br /&gt;
|-&lt;br /&gt;
!| 20 &lt;br /&gt;
| Captain&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 21 &lt;br /&gt;
| All_Personal_Lockers &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 53 &lt;br /&gt;
| Vault&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 57 &lt;br /&gt;
| HOP&lt;br /&gt;
| Head of Personnel&lt;br /&gt;
|-&lt;br /&gt;
!| 59&lt;br /&gt;
| RC_Annouce &lt;br /&gt;
| Request Console Annoucements&lt;br /&gt;
|-&lt;br /&gt;
!| 60 &lt;br /&gt;
| Keycard_Auth&lt;br /&gt;
| Used for events that require 2 people to confirm them.&lt;br /&gt;
|-&lt;br /&gt;
!| 62 &lt;br /&gt;
| Gateway&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 65 &lt;br /&gt;
| Minisat&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 67 &lt;br /&gt;
| Network&lt;br /&gt;
| Ntnet diagonistics/monitoring software&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Security Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#f54242;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#f54242;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#f54242;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 1&lt;br /&gt;
| Security&lt;br /&gt;
| Security equipment, view security records, gulag item storage, secbots&lt;br /&gt;
|-&lt;br /&gt;
!| 2&lt;br /&gt;
| Brig&lt;br /&gt;
| Brig cells+timers, permabrig, gulag+gulag shuttle, prisoner management console&lt;br /&gt;
|-&lt;br /&gt;
!| 3&lt;br /&gt;
| Armory&lt;br /&gt;
| Armory, gulag teleporter, execution chamber&lt;br /&gt;
|-&lt;br /&gt;
!| 4 &lt;br /&gt;
| Forensics_Lockers&lt;br /&gt;
| Detective&#039;s office, forensics lockers, security+medical records&lt;br /&gt;
|-&lt;br /&gt;
!34&lt;br /&gt;
|Brigphys&lt;br /&gt;
|Brig Physician locker + access to brig medical areas on some maps&lt;br /&gt;
|-&lt;br /&gt;
!| 42&lt;br /&gt;
| Court&lt;br /&gt;
| Courtroom&lt;br /&gt;
|-&lt;br /&gt;
!| 58&lt;br /&gt;
| HOS&lt;br /&gt;
| Head of Security&lt;br /&gt;
|-&lt;br /&gt;
!| 63&lt;br /&gt;
| Sec_Doors&lt;br /&gt;
| Outer brig doors and secposts&lt;br /&gt;
|-&lt;br /&gt;
!| 66&lt;br /&gt;
| Weapons&lt;br /&gt;
| Weapons permits for secbots/turrets&lt;br /&gt;
|-&lt;br /&gt;
!69&lt;br /&gt;
|Sec_Records&lt;br /&gt;
|Edit security records&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Medical Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#4094f5;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#4094f5;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#4094f5;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 5&lt;br /&gt;
| Medical&lt;br /&gt;
| General Access&lt;br /&gt;
|-&lt;br /&gt;
!| 6&lt;br /&gt;
| Morgue&lt;br /&gt;
| Morgue&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|Genetics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!| 33&lt;br /&gt;
| Chemistry&lt;br /&gt;
| Allows access to chemistry factory areas on compatible maps&lt;br /&gt;
|-&lt;br /&gt;
!| 39&lt;br /&gt;
| Virology&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 40&lt;br /&gt;
| CMO&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 45&lt;br /&gt;
| Surgery&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!68&lt;br /&gt;
|Cloning&lt;br /&gt;
|Cloning room and clone pod ejection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cargo Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#f5a140;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#f5a140;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#f5a140;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 31&lt;br /&gt;
| Cargo&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 41&lt;br /&gt;
| QM&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 48&lt;br /&gt;
| Mining&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 50&lt;br /&gt;
| Mailsorting&lt;br /&gt;
| Mailroom/Deliveries&lt;br /&gt;
|-&lt;br /&gt;
!| 54&lt;br /&gt;
| Mining_Station&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 64&lt;br /&gt;
| Mineral_Storeroom&lt;br /&gt;
| Allows release of minerals from the ORM &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Service Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#4cf540;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#4cf540;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#4cf540;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 12&lt;br /&gt;
| Maint_Tunnels&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 13&lt;br /&gt;
| External_Airlocks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 22&lt;br /&gt;
| Chapel_Office&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 25&lt;br /&gt;
| Bar&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 26&lt;br /&gt;
| Janitor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 27&lt;br /&gt;
| Crematorium&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 28&lt;br /&gt;
| Kitchen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 35&lt;br /&gt;
| Hydroponics&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 37&lt;br /&gt;
| Library&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 38&lt;br /&gt;
| Lawyer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 46&lt;br /&gt;
| Theatre&lt;br /&gt;
| Theater Access&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Engineering Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#f59140;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#f59140;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#f59140;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 10&lt;br /&gt;
| Engine&lt;br /&gt;
| Engineering area, power monitor, power flow control console&lt;br /&gt;
|-&lt;br /&gt;
!| 11&lt;br /&gt;
| Engine_Equip&lt;br /&gt;
| APCs,EngiVend/YouTool, engineering equipment lockers&lt;br /&gt;
|-&lt;br /&gt;
!| 23&lt;br /&gt;
| Tech_Storage&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 24&lt;br /&gt;
| Atmospherics&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 32&lt;br /&gt;
| Construction&lt;br /&gt;
| Power Monitoring, Minisat Maintenance, Misc. Maintenance Areas.&lt;br /&gt;
|-&lt;br /&gt;
!| 56&lt;br /&gt;
| CE&lt;br /&gt;
| Chief Engineer&lt;br /&gt;
|-&lt;br /&gt;
!| 61&lt;br /&gt;
| TCOMSAT&lt;br /&gt;
| Access to telecomms satellite and machinery&lt;br /&gt;
|-&lt;br /&gt;
!| 72&lt;br /&gt;
| Access_Aux_Base&lt;br /&gt;
| Auxiliary Base Access&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Science Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#ce40f5;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#ce40f5;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#ce40f5;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 7&lt;br /&gt;
| Tox&lt;br /&gt;
| R&amp;amp;D Lab (Not the toxins lab)&lt;br /&gt;
|-&lt;br /&gt;
!| 8&lt;br /&gt;
| Tox_Storage&lt;br /&gt;
| Toxin&#039;s lab, storage and burn chamber&lt;br /&gt;
|-&lt;br /&gt;
!| 29&lt;br /&gt;
| Robotics&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 30&lt;br /&gt;
| RD&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 47&lt;br /&gt;
| Research&lt;br /&gt;
| General Access&lt;br /&gt;
|-&lt;br /&gt;
!49&lt;br /&gt;
|Exploration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!| 55&lt;br /&gt;
| Xenobiology&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!70&lt;br /&gt;
|RD_Server&lt;br /&gt;
|R&amp;amp;D Server Room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Admin/Misc/Syndicate Access:&lt;br /&gt;
|-&lt;br /&gt;
! style=&#039;background-color:#f5bf40;&#039;| Id Number&lt;br /&gt;
! style=&#039;background-color:#f5bf40;&#039;| Id Name&lt;br /&gt;
! style=&#039;background-color:#f5bf40;&#039;| Extra Information&lt;br /&gt;
|-&lt;br /&gt;
!| 101&lt;br /&gt;
| Cent_General&lt;br /&gt;
| Centcomm Ferry and general access&lt;br /&gt;
|-&lt;br /&gt;
!| 102&lt;br /&gt;
| Cent_Thunder&lt;br /&gt;
| Thunderdome&lt;br /&gt;
|-&lt;br /&gt;
!| 103&lt;br /&gt;
| Cent_SpecOps&lt;br /&gt;
| Captain&#039;s display case, Maurader and Seraph Mechs&lt;br /&gt;
|-&lt;br /&gt;
!| 104&lt;br /&gt;
| Cent_Medical&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 104&lt;br /&gt;
| Cent_Living&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 105&lt;br /&gt;
| Cent_Storage&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 106&lt;br /&gt;
| Cent_Storage&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 107&lt;br /&gt;
| Cent_Teleporter&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 109&lt;br /&gt;
| Cent_Captain&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 110&lt;br /&gt;
| Cent_Bar&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 150&lt;br /&gt;
| Syndicate&lt;br /&gt;
| Syndicate mechs, ruins, and general access&lt;br /&gt;
|-&lt;br /&gt;
!| 151&lt;br /&gt;
| Syndicate_Leader&lt;br /&gt;
| Nuke Ops Leader&lt;br /&gt;
|-&lt;br /&gt;
!180&lt;br /&gt;
|Pirate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!181&lt;br /&gt;
|Hunters&lt;br /&gt;
|Bounty hunter&lt;br /&gt;
|-&lt;br /&gt;
!| 200&lt;br /&gt;
| Away_General&lt;br /&gt;
| Generic away-missions&lt;br /&gt;
|-&lt;br /&gt;
!| 201&lt;br /&gt;
| Away_Maint&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 202&lt;br /&gt;
| Away_Med&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 203&lt;br /&gt;
| Away_Sec&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 204&lt;br /&gt;
| Away_Engine&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 205&lt;br /&gt;
| Away_Generic1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 206&lt;br /&gt;
| Away_Generic2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 207&lt;br /&gt;
| Away_Generic3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 208&lt;br /&gt;
| Away_Generic4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 250&lt;br /&gt;
| Bloodcult&lt;br /&gt;
| Internal, not for doors&lt;br /&gt;
|-&lt;br /&gt;
!251&lt;br /&gt;
|Clockcult&lt;br /&gt;
|Pinion Airlocks&lt;br /&gt;
|-&lt;br /&gt;
!| 300&lt;br /&gt;
| Mech_Mining&lt;br /&gt;
| For internal mech components and keycard reqs&lt;br /&gt;
|-&lt;br /&gt;
!| 301&lt;br /&gt;
| Mech_Medical&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 302&lt;br /&gt;
| Mech_Security&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 303&lt;br /&gt;
| Mech_Science&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!| 304&lt;br /&gt;
| Mech_Engine&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>HowToLoLu</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Medical_items&amp;diff=36648</id>
		<title>Medical items</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Medical_items&amp;diff=36648"/>
		<updated>2023-06-17T05:05:02Z</updated>

		<summary type="html">&lt;p&gt;HowToLoLu: /* Machinery and Facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = Many old and outdated sprites (Medikits,Surgery tools, etc...)&lt;br /&gt;
}}&lt;br /&gt;
Medical items. Used to [[Traitor|usually]] heal people.&lt;br /&gt;
==Items==&lt;br /&gt;
===Diagnostics===&lt;br /&gt;
The items for diagnosing the patient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Health Analyzer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Health Analyzer&lt;br /&gt;
 |image = Healthanalyzer.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]], O2 Emergency Lockers all over the station, Medical [[Guide_to_Research_and_Development#Techfab|techfab]], Autolathe&lt;br /&gt;
 |usedfor = Determining the patient&#039;s damage&lt;br /&gt;
 |strategy = Use it on your patient and see readings&lt;br /&gt;
 |description = Whip this out and use it on someone to see a summary of their condition. As a medical professional, your PDA also has a built in Health Analyzer, just make sure to activate it before use. The results are broken up into sections:&lt;br /&gt;
*Overall health percentage&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Blood Type&lt;br /&gt;
*It can display blood levels&lt;br /&gt;
*It can display how long ago a corpse died, and if it is defibable or not&lt;br /&gt;
*Medical ID&lt;br /&gt;
*It can display the reagents the person is currently addicted to&lt;br /&gt;
*It can display the amount of reagents inside of a person&#039;s body, and if they are overdosed on it or not&lt;br /&gt;
*[[Brain Trauma]]s&lt;br /&gt;
*Temperature&lt;br /&gt;
*Infection warning (only appears if there is one)&lt;br /&gt;
&lt;br /&gt;
An ideal reading for a health scan:&lt;br /&gt;
 &amp;lt;font color=darkblue&amp;gt;Analyzing Results for [Character Name]:&lt;br /&gt;
 	 Overall Status: 100% healthy&lt;br /&gt;
 	 Damage Specifics: &amp;lt;/font&amp;gt;&amp;lt;font color=blue&amp;gt;0&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;-&amp;lt;/font&amp;gt;&amp;lt;font color=lightgreen&amp;gt;0&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;-&amp;lt;/font&amp;gt;&amp;lt;font color=orange&amp;gt;0&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;-&amp;lt;/font&amp;gt;&amp;lt;font color=red&amp;gt;0&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;&lt;br /&gt;
 Key: &amp;lt;/font&amp;gt;&amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font color=lightgreen&amp;gt;Toxin&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;&lt;br /&gt;
 Body Temperature: 34.3943°C (93.91°F)&lt;br /&gt;
 Localized Damage, &amp;lt;/font&amp;gt;&amp;lt;font color=orange&amp;gt;Burn&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;&amp;lt;font color=darkblue&amp;gt;:&lt;br /&gt;
  	 Limbs are OK.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject&lt;br /&gt;
 burn injury status O.K | Subject brute-force injury status O.K&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The health analyzer has two modes: a health scan which is described above and a chemical scan. Use the chemical mode to identify any chemicals in a person&#039;s bloodstream. If the subject is addicted to any chems then the analyzer will identify them in a chemical scan.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Advanced Health Analyzer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Advanced Health Analyzer&lt;br /&gt;
 |image = Healthadv.png&lt;br /&gt;
 |foundin = [[Chief Medical Officer&#039;s Office]], Medical [[Guide_to_Research_and_Development#Techfab|techfab]]&lt;br /&gt;
 |usedfor = Determining the patient&#039;s damage&lt;br /&gt;
 |strategy = Use it on your patient and see readings&lt;br /&gt;
 |description = Has all of the features of a normal health analyzer, but it can see quite a bit more.&lt;br /&gt;
* It can display the cellular damage level&lt;br /&gt;
* It can display the stamina level&lt;br /&gt;
* It can display the brain activity level (it can measure brain damage)&lt;br /&gt;
* It can display the radiation level&lt;br /&gt;
* It can show if a person is hallucinating or not&lt;br /&gt;
* It can display if a person is deaf or not, and if it was a result of trauma or from genetics&lt;br /&gt;
* It can display if a person is blind or not, and if it was a result of trauma or from genetics&lt;br /&gt;
* It can display liver damage (it can measure alcohol damage)&lt;br /&gt;
* It can display more advanced virus statistics (transmission levels, severity levels, etc.)&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Pen Light}} {{anchor|Penlight}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Penlight&lt;br /&gt;
 |image = Plight.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]], [[Genetics]]&lt;br /&gt;
 |usedfor = Determining the patient&#039;s eye condition or if the patient is alive, or seeing if patient has a tongue.&lt;br /&gt;
 |strategy = Toggle the light on, aim for the eyes or mouth and use on the patient&lt;br /&gt;
 |description = Works like a flashlight, but with a much lower brightness. Target a patient&#039;s eyes to identify blindness and x-ray vision. Target a patient&#039;s mouth to see their tongue, if they have one, as well as any [[Surgery#Dental_Implant|pills in their teeth]]. Click on patients from a distance with a penlight to create a medical hologram with a ping, useful for quickly signalling that you want to treat them.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Mass Spectrometer}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Stethoscope}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Stethoscope&lt;br /&gt;
 |image = Stethoscope.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]]&lt;br /&gt;
 |usedfor = Listening to patient&#039;s pulse and respiration&lt;br /&gt;
 |strategy = Use it on a patient. ...or a [[safe]].&lt;br /&gt;
 |description = An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you&#039;re doing.&lt;br /&gt;
 }}&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
These are your basic go-to items for treating everyday brute, burn, toxin and oxygen deprivation damage.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bruise Pack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Bruise Pack&lt;br /&gt;
 |image = Bpack.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]], [[Prison Wing]], [[Dormitory]]&lt;br /&gt;
 |usedfor = Treating bruise damage&lt;br /&gt;
 |strategy = Aim for the damaged limb and apply the bruise pack on the patient&lt;br /&gt;
 |description = Used to cure brute damage. Target the area with brute damage and apply. This works even on those in critical condition, so if someone has stabilized the casualty, either by [[Epinephrine]] or by giving CPR, whip out your Health Analyzer and apply where needed. Come in stacks of twelve. Do not rapidly apply more than five to a single patient or they will overdose!&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Ointment}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Ointment&lt;br /&gt;
 |image = oint.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]], [[Prison Wing]], [[Dormitory]]&lt;br /&gt;
 |usedfor = Treating burn damage&lt;br /&gt;
 |strategy = Aim for the damaged limb and apply the ointment on the patient&lt;br /&gt;
 |description = Exactly the same as the bruise pack, except it is used to treat burn damage.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Medical gauze}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Medical gauze&lt;br /&gt;
 |image = Gauze.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]], [[Dormitory]], [[#Nanomed Plus|Nanomed Plus]]&lt;br /&gt;
 |usedfor = Temporarily stopping bleeding&lt;br /&gt;
 |strategy = Apply the gauze on the patient - aim for whichever part is exposed and it will work!&lt;br /&gt;
 |description = Used to stop bleeding, Works on dead people. Gauze is also very useful for healing non-humanoid creatures in need of medical attention, such as Ian. &lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Epinephrine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = [[Epinephrine|Epinephrine]]&lt;br /&gt;
 |image = Bottle16.png&lt;br /&gt;
 |foundin = [[Vending_machine#Medbay|NanoMed Plus -vending machines]], [[Medical storage|Medical Storage]], O2 Emergency Lockers all over the station&lt;br /&gt;
 |usedfor = Treating suffocation damage&lt;br /&gt;
 |strategy = Inject the patient&lt;br /&gt;
 |description = [[File:Syringes.png|64px]] A very handy chemical to have to hand in an emergency, Epinephrine will stabilize anyone in critical condition, and temporarily prevent them from dying in front of you, just like CPR. Inject into the casualty and commence treatment quickly before it wears off. &lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Syringe}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Syringe&lt;br /&gt;
 |image = Syringes.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]], [[Chemistry]]&lt;br /&gt;
 |usedfor = Injecting medicine, taking blood samples&lt;br /&gt;
 |strategy = Apply it while in hand to toggle inject or draw mode&lt;br /&gt;
 |description = A syringe is a container especially used for holding liquids. They have two modes -- inject and draw. While in draw mode, a syringe takes liquids from other liquid containers such as [[bottle]]s and [[beaker]]s &amp;lt;i&amp;gt;and even [[crew|people]] &amp;lt;/i&amp;gt;5 mg at a time. While in inject mode it will push its contents 5 mg at a time into a target, including other containers. Syringes can be injected into food and drinks, even those still sitting on a table.&lt;br /&gt;
&lt;br /&gt;
A syringe can hold up to 15 mg of liquid and will survive reactions happening inside of it in spite of appearances.&lt;br /&gt;
&lt;br /&gt;
They are most often found inside syringe boxes in the open around [[medbay]] or in [[medical lockers]] or in [[medical crates]] ordered from the [[Quartermaster]]. [[Medical dispensers]] also provide a number of empty syringes.&lt;br /&gt;
&lt;br /&gt;
[[File:Srybox.png|64px]] Empty syringes can be found in boxes located around [[Medbay]]. Specialised pre-filled syringes can also found in Medical kits, such as [[Anti-Toxin]] or [[Epinephrine]]. [[Spaceacillin]] syringes are also in [[Medical dispensers]].&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Syringe Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Syringe Gun&lt;br /&gt;
 |image = Sgun.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]]&lt;br /&gt;
 |usedfor = Tranquilizing the chucklefucks&lt;br /&gt;
 |strategy = Load the gun with a syringe filled with whatever and shoot at the patient&lt;br /&gt;
 |description = Fire at people at a range with a syringe, useful if [[Chloral Hydrate]] or [[Fluorosulfuric Acid|acid]] is in the needles. Not good for medicine applications (does minor damage each hit).&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Rapid Syringe Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Rapid Syringe Gun&lt;br /&gt;
 |image = Rapidsyringegun.png&lt;br /&gt;
 |foundin = Medbay Protalathe&lt;br /&gt;
 |usedfor = Tranquilizing the chucklefucks&lt;br /&gt;
 |strategy = A modification of the syringe gun design, using a rotating cylinder to store up to six syringes&lt;br /&gt;
 |description = It&#039;s a syringe gun, but it can be loaded with up to 6 syringes so you don&#039;t have to manually reload it after each shot. Alternate syringes for making people catch fire or go boom.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Hypospray}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Hypospray&lt;br /&gt;
 |image = Hspray.png&lt;br /&gt;
 |foundin = [[Chief Medical Officer&#039;s Office]]&lt;br /&gt;
 |usedfor = Applying medicine quickly&lt;br /&gt;
 |strategy = Fill with medicine, apply to patient for quick healing&lt;br /&gt;
 |description = A fast syringe that can be loaded with up to 30u of any chemical, and injected instantly unlike normal syringes. The patient feels a &#039;&#039;tiny prick&#039;&#039;!&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Eyedropper}}{{anchor|Dropper}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Dropper&lt;br /&gt;
 |image = Eyedropper.png&lt;br /&gt;
 |foundin = [[Chemistry]], [[Medical storage|Medical Storage]], [[R&amp;amp;D Lab]]&lt;br /&gt;
 |usedfor = Applying medicine quickly, small amounts at a time&lt;br /&gt;
 |strategy = Fill with medicine, apply to patient&lt;br /&gt;
 |description = &#039;&#039;&#039;Toggle in hand to change it to drop one to five units at a time.&#039;&#039;&#039; A dropper is a container used for holding 5u of liquids. An empty dropper will store liquids from other liquid containers such as [[bottle]]s and [[beaker]]s. Once full, you can squirt the contents of the dropper at any target adjacent or below you, including other liquid containers, or on people&#039;s faces.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Bottle}}{{anchor|Beaker}}{{anchor|Water Bottle}}{{anchor|Cryo Beaker}}{{anchor|Cryostasis Beaker}}{{anchor|Large Beaker}}{{anchor|Large Water Bottle}}{{anchor|XL Beaker}}{{anchor|Meta Beaker}}{{anchor|Bluespace Beaker}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Beaker&lt;br /&gt;
 |image = beaker.png&lt;br /&gt;
 |foundin = [[Medical storage|Medical Storage]], [[Chemistry]], [[Robotics]], [[R&amp;amp;D Lab]]&lt;br /&gt;
 |usedfor = Transporting and mixing chemicals&lt;br /&gt;
 |strategy = Transport chemicals or mix them and watch magic happen&lt;br /&gt;
 |description = This is a container specifically for holding liquids. They are most commonly found in [[Medbay]] and [[Chemistry Lab]]. It is &amp;lt;strike&amp;gt;ill-advised&amp;lt;/strike&amp;gt; always a great idea to splash whatever you find in a beaker onto your face and neck, or if possible, to inject it straight into your veins with a [[syringe]].&lt;br /&gt;
&lt;br /&gt;
There are multiple types of beakers:&lt;br /&gt;
[[file:bottle.png]] &#039;&#039;&#039;Bottle&#039;&#039;&#039; is a smaller version of a Beaker and can be made by a [[Chemist]] from a [[ChemMaster 3000]] and are mostly used to fill [[syringe]]s. A bottle holds up to 30 units of liquid.&lt;br /&gt;
[[File:beaker.png]] &#039;&#039;&#039;Beaker&#039;&#039;&#039; is a standard glass beaker. Holds 50 units of liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:waterbottle.png]] &#039;&#039;&#039;Water Bottle&#039;&#039;&#039; works the same as a beaker, and can be made with [[Guide_to_chemistry#Plastic_Sheets|plastic sheets]]. Holds 50 units of liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:cryostasis_beaker.gif]] &#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039; holds 50 units of liquid. Chemicals will not mix or react while in this beaker. Splashing contained chemicals will not make them react either, as with all other beakers. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Large Beaker.png]] &#039;&#039;&#039;Large Beaker&#039;&#039;&#039; holds 100 units of liquid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:large_water_bottle.png]] &#039;&#039;&#039;Large Water Bottle&#039;&#039;&#039; works the same as a large beaker, and can be made with [[Guide_to_chemistry#Plastic_Sheets|plastic sheets]]. Holds 100 units of liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XL_beaker.png]] &#039;&#039;&#039;XL Beaker&#039;&#039;&#039; holds 120 units of liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:meta_beaker.png]] &#039;&#039;&#039;Meta Beaker&#039;&#039;&#039; holds 180 units of liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:bluespace_beaker.gif]] &#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039; holds 300 units of liquid. Can not be used in ordinary [[Grenade|grenade]] casings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Pill Bottle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Pill Bottle&lt;br /&gt;
 |image = Pill Bottle.png&lt;br /&gt;
 |foundin = [[Chemistry]]&lt;br /&gt;
 |usedfor = Transporting pills&lt;br /&gt;
 |strategy = Put pills inside, take pills out when needed&lt;br /&gt;
 |description = It&#039;s an airtight container for storing medication.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|DNA Injector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = DNA Injector&lt;br /&gt;
 |image = DNA Injector.png&lt;br /&gt;
 |foundin = [[Genetics]]&lt;br /&gt;
 |usedfor = Transfering genetics from subject to another&lt;br /&gt;
 |strategy = Make one in the DNA Scanner Access Console and use it on someone or yourself&lt;br /&gt;
 |description = This injects the person with DNA. It stores either UI (Unique Identifiers), UE (Unique Enzymes) or mutations (with mutation name) and transfers these things instantly to a person upon injection.&lt;br /&gt;
 }}&lt;br /&gt;
===Surgical Tools===&lt;br /&gt;
These items are used in [[surgery]]. Surgical tools can be found in [[Operating Theatre]] and [[Robotics]]. Additionally, Cargo can make all of them (with the exception of drapes) using their Autolathe. It is best to keep surgical tools in their proper places so your fellow crewmembers can use them when they need them.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Drapes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Drapes&lt;br /&gt;
 |image = Drapes.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]]&lt;br /&gt;
 |usedfor = Determining which place is about to be cut, sliced &#039;n&#039; diced&lt;br /&gt;
 |strategy = Use drapes on a patient who&#039;s (preferably) on the operating table&lt;br /&gt;
 |description = Nanotrasen brand surgical drapes provide optimal safety and infection control.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Scalpel}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Scalpel&lt;br /&gt;
 |image = Scalpel.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]]&lt;br /&gt;
 |usedfor = Incisions in surgery, or melee combat&lt;br /&gt;
 |strategy = Use it on the patient when you need to do an incision&lt;br /&gt;
 |description = Cut, cut, and once more cut.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Circular Saw}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Circular Saw&lt;br /&gt;
 |image = Saw.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]]&lt;br /&gt;
 |usedfor = Cutting through bone, cutting out brains or cutting logs into planks&lt;br /&gt;
 |strategy = Use it on the patient when needed in a surgical procedure&lt;br /&gt;
 |description = Note the blood stains; if there are no blood stains... you already know what you&#039;re doing with this bad boy. This is a normal-sized item capable of being used by [[Medical Doctor]]s to cut out [[brain]]s to be put into [[roboticist#cyborgs|robots]]. It is also a highly effective melee weapon. It is extremely easy to blind yourself and others with this weapon, so letting the entire crew run around with these is extremely dangerous. It may also be used to cut logs into planks.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Surgical Drill}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Surgical Drill&lt;br /&gt;
 |image = Drill.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]]&lt;br /&gt;
 |usedfor = Drilling through bone&lt;br /&gt;
 |strategy = Use it on the patient when needed in a surgical procedure&lt;br /&gt;
 |description = A item used for surgery. Surprisingly robust, especially against eyes.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Hemostat}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Hemostat&lt;br /&gt;
 |image = Hemostat.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]]&lt;br /&gt;
 |usedfor = Clamping blood vessels to prevent bleeding&lt;br /&gt;
 |strategy = Use it on the patient when needed in a surgical procedure&lt;br /&gt;
 |description = You can drill using this item. You dig?&amp;quot;&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Cautery}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Cautery&lt;br /&gt;
 |image = Cautery.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]]&lt;br /&gt;
 |usedfor = cauterizing wounds to prevent bleeding&lt;br /&gt;
 |strategy = Use it on the patient when needed in a surgical procedure&lt;br /&gt;
 |description = This stops bleeding.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Blood Filter}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Blood Filter&lt;br /&gt;
 |image = Blood_filter.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], Medical duffle bags&lt;br /&gt;
 |usedfor = Removes reagents from patients bloodstream&lt;br /&gt;
 |strategy = Used in a [[Surgery#Filter_Blood|Filter Blood]] Step after 2nd incison. &lt;br /&gt;
 |description = To be used when the soon-to-be fired Chemists are only making meth.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Laser Scalpel}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Laser Scalpel&lt;br /&gt;
 |image = Laser_scalpel_scalpel.png&lt;br /&gt;
 |foundin = Medical [[Guide_to_Research_and_Development#Techfab|techfab]] and Science [[Guide_to_Research_and_Development#Protolathe|Protolathe]] (after research)&lt;br /&gt;
 |usedfor = Upgraded scalpel and saw two-in-one&lt;br /&gt;
 |strategy = Does [[Surgery|surgical]] steps faster than basic scalpel and saw. &lt;br /&gt;
 |description = Active in hand to toggle between low power (scalpel) mode [[File:Laser_scalpel_scalpel.png]] and high power (saw) mode [[File:Laser_scalpel_saw.png]]. &lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Mechanical Pinches}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Mechanical Pinches&lt;br /&gt;
 |image = Mechanical_pinches_retractor.png&lt;br /&gt;
 |foundin = Medical [[Guide_to_Research_and_Development#Techfab|techfab]] and Science [[Guide_to_Research_and_Development#Protolathe|Protolathe]] (after research)&lt;br /&gt;
 |usedfor = Upgraded retractor and and hemostat two-in-one&lt;br /&gt;
 |strategy = Does [[Surgery|surgical]] steps faster than basic retractor and hemostat. &lt;br /&gt;
 |description = Active in hand to toggle between retractor mode [[File:Mechanical_pinches_retractor.png]] and hemostat mode [[File:Mechanical_pinches_hemostat.png]]. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Searing Tool}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Searing Tool&lt;br /&gt;
 |image = Searing_tool_cautery.png&lt;br /&gt;
 |foundin = Medical [[Guide_to_Research_and_Development#Techfab|techfab]] and Science [[Guide_to_Research_and_Development#Protolathe|Protolathe]] (after research)&lt;br /&gt;
 |usedfor = Upgraded cautery and surgical drill two-in-one&lt;br /&gt;
 |strategy = Does [[Surgery|surgical]] steps faster than basic cautery and surgical drill. &lt;br /&gt;
 |description = Active in hand to toggle between mending (cautery) mode [[File:Searing_tool_cautery.png]] and drilling mode [[File:Searing_tool_drill.png]]. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|SleepingAgent_Tank}}{{anchor|Sleeping Agent_Tank}}{{anchor|Sleeping Agent}}{{anchor|Sleeping Agent Tank}}{{anchor|Anesthetic}}{{anchor|Anesthetic Tank}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Anesthetic Tank&lt;br /&gt;
 |image = N2Otank.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]]&lt;br /&gt;
 |usedfor = Putting the patient asleep&lt;br /&gt;
 |strategy = See below&lt;br /&gt;
 |description = A tank filled with Nitrous Oxide for keeping the patient unconscious during surgery to prevent him/her from &amp;lt;s&amp;gt;escaping&amp;lt;/s&amp;gt; feeling pain.&lt;br /&gt;
&#039;&#039;&#039;How to set internals:&#039;&#039;&#039;&lt;br /&gt;
* To set internals and make your patient sleep you need to first remove any item from their back. Once done you need to put a breath mask on them and then put the anesthetic tank onto their back. Once it is on their back you can put them on internals by clicking &amp;quot;set internals&amp;quot; on the same menu you used to put the tank on their back. Once done your patient should fall asleep.  Remember to use a proper anesthetic mixture, as pure N2O will suffocate the patient.&lt;br /&gt;
 }}&lt;br /&gt;
===Medical Gear===&lt;br /&gt;
Clothes and other equipment made especially for the doctors.&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Health Scanner HUD]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = MedGlasses.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Sterile Mask]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = Sterilemask.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Latex Gloves]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = LGloves.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Nitrile Gloves]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = Nitrile_gloves.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Medical Belt]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = Medicalbelt.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Medical Backpack]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = Medpack.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Bio Hood]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = BioHood.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Bio-suit]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = BioSuit.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Muzzle]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = Muzzle.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Straight Jacket]]&lt;br /&gt;
 |bgcolor1 = #FFEEB6&lt;br /&gt;
 |bgcolor2 = #EDDA98&lt;br /&gt;
 |image = Straight.png&lt;br /&gt;
}}&lt;br /&gt;
===Medical Kits===&lt;br /&gt;
These are stocked in medbay and some other locations on-station. Remember that you can always order more from cargo if you run out. [[Roboticist]]s can use these to make [[medibot]]s once they&#039;re empty, and these make your job a lot easier, so don&#039;t be shy about taking them over to their desk when you have a moment. Back when [[Telescience]] was a thing, [[Scientist|scientists]] sometimes stole these up while cackling madly. It was probably [[syndicate|nothing to worry about.]]&lt;br /&gt;
To use a medical kit, both hands must be free. Pick up the medical kit and select the empty hand. Now click on your kit and it should open like a backpack, with the supplies inside, which you can remove, place into your free hand and use.&lt;br /&gt;
&lt;br /&gt;
{{anchor|First-Aid Kit a.k.a. Medkit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = First-Aid Kit a.k.a. Medkit&lt;br /&gt;
|image = SMed.png&lt;br /&gt;
|foundin = [[Medical storage|Medical Storage]]&lt;br /&gt;
|usedfor = Carrying medicine for the most common injuries&lt;br /&gt;
|strategy = Use the contents to heal patients&lt;br /&gt;
|contents = [[File:Gauze.png|link=#Medical gauze|Medical gauze]] [[File:Bpack.png|link=Bruise Pack]] [[File:Bpack.png|link=Bruise Pack]] [[File:oint.png|link=Ointment]] [[File:oint.png|link=Ointment]] [[File:MediPen.png|link=General items#MediPen|Epinephrine medipen]] [[File:Healthanalyzer.png|link=Health Analyzer]]&lt;br /&gt;
|description = Useful for most cases (brute and burn damage) you will witness on the station. Even the most basic assistant can bring many people back from the brink of death with the help of this kit.&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Toxin First-Aid Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Toxin First-Aid Kit&lt;br /&gt;
|image = Tmed.png &lt;br /&gt;
|foundin = [[Medical storage|Medical Storage]]&lt;br /&gt;
|usedfor = Carrying medicine for toxin damage&lt;br /&gt;
|strategy = Use the contents to heal patients&lt;br /&gt;
|contents = [[File:Pill_Bottle.png|link=Guide_to_chemistry#Multiver|3x 10u Multiver pills]] [[File:Syringe.png|link=Guide_to_chemistry#Syriniver|15u Syriniver syringe]] [[File:Syringe.png|link=Guide_to_chemistry#Syriniver|15u Syriniver syringe]] [[File:Syringe.png|link=Guide_to_chemistry#Syriniver|15u Syriniver syringe]] [[File:Pill_Bottle.png|link=Guide_to_chemistry#Potassium_Iodide|3x 15u Potassium Iodide pills]] [[File:MediPen.png|link=Guide_to_chemistry#Pentetic_Acid|10u Pentetic Acid medipen]]  [[File:Healthanalyzer.png|link=Health Analyzer]]&lt;br /&gt;
|description = This kit is for the treatment of toxin damage. &lt;br /&gt;
Toxin kits may come with 1 of 3 biohazard symbols instead of a cross ([[File:TB1Med.png]][[File:TB2Med.png]][[File:TB3Med.png]]), but the contents should be the same.&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Fire First-Aid Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Burn treatment kit&lt;br /&gt;
|image = Bmed.png&lt;br /&gt;
|foundin = [[Medical storage|Medical Storage]], [[Engineering]]&lt;br /&gt;
|usedfor = Carrying medicine for burn damage&lt;br /&gt;
|strategy = Use the contents to heal patients&lt;br /&gt;
|contents = [[File:Bandaid_burn.png|link=Guide to chemistry#Aiuri|10u aiuri patch (burn)]]  [[File:Bandaid_burn.png|link=Guide to chemistry#Aiuri|10u aiuri patch (burn)]] [[File:Bandaid_burn.png|link=Guide to chemistry#Aiuri|10u aiuri patch (burn)]] [[File:Cleaner.png|link=Guide_to_chemistry#Rhigoxane|100u spray bottle of Rhigoxane]] [[File:MediPen.png|link=Guide_to_chemistry#Oxandrolone|10u Oxandrolone medipen]] [[File:MediPen.png|link=General items#MediPen|Epinephrine medipen]] [[File:Healthanalyzer.png|link=Health Analyzer]] &lt;br /&gt;
|description = This kit is for the treatment of burn damage. Each burn patch contains 20u [[Guide to chemistry#Silver Sulfadiazine|silver sulfadiazine]].&lt;br /&gt;
Burn treatment kits may have a flame symbol ([[File:BMedFlame.png]]) instead of a cross, though the contents should be the same.&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Brute trauma treatment kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Brute trauma treatment kit&lt;br /&gt;
|image = Brutefak.png&lt;br /&gt;
|foundin = [[Medical storage|Medical Storage]], [[Shaft Miner#The Rewards|mining equipment vendors]]&lt;br /&gt;
|usedfor = Carrying medicine for brute damage and gauze to treat bleeding from brute damage&lt;br /&gt;
|strategy = Use the contents to heal patients&lt;br /&gt;
|contents = [[File:Bandaid_brute.png|link=Guide to chemistry#Libital|10u libital patch (brute)]] [[File:Bandaid_brute.png|link=Guide to chemistry#Libital|10u libital patch (brute)]]  [[File:Bandaid_brute.png|link=Guide to chemistry#Libital|10u libital patch (brute)]] [[File:Gauze.png|link=#Medical gauze|Medical gauze]] [[File:Pill_Bottle.png|link=Guide_to_chemistry#Trophazole|4x 15u Trophazole pills]] [[File:MediPen.png|link=Guide_to_chemistry#Salicyclic_Acid|10u Salicyclic Acid medipen]] [[File:Healthanalyzer.png|link=Health Analyzer]]&lt;br /&gt;
|description = This kit is for the treatment of brute damage.&amp;lt;br&amp;gt; Each patch contains 20u of [[Guide to chemistry#Styptic Powder|styptic powder]].&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Oxygen Deprivation First-Aid Kit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Oxygen Deprivation First-Aid Kit&lt;br /&gt;
|image = O2med.png&lt;br /&gt;
|foundin = [[Medical storage|Medical Storage]]&lt;br /&gt;
|usedfor = Carrying medicine for suffocation damage&lt;br /&gt;
|strategy = Use the contents to heal patients&lt;br /&gt;
|contents =  [[File:Syringes.png|link=Guide to chemistry#Convermol|Syringe (Convermol)]] [[File:Syringes.png|link=Guide to chemistry#Convermol|Syringe (Convermol)]][[File:Syringes.png|link=Guide to chemistry#Convermol|Syringe (Convermol)]] [[File:MediPen.png|link=Guide_to_chemistry#Salbutamol|10u Salbutamol medipen]] [[File:Pill_Bottle.png|link=Guide_to_chemistry#Active_Pure_Chemicals|4x 30u iron pills]] [[File:MediPen.png|link=General items#MediPen|Epinephrine medipen]] [[File:Healthanalyzer.png|link=Health Analyzer]]&lt;br /&gt;
|description = This kit is for the treatment of suffocation damage. Each syringe contains 15u [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]]. &lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Box of hugs}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Box of hugs&lt;br /&gt;
|image = hugbox.png&lt;br /&gt;
|foundin = [[Maintenance]], [[#Nanomed Plus|Nanomed Plus]]&lt;br /&gt;
|usedfor = Carrying medicine for common injuries, hugging&lt;br /&gt;
|strategy = Use the contents to heal patients. Use the box to calm sensitive patients.&lt;br /&gt;
|contents = [[File:Bpack.png|link=Bruise Pack]] [[File:oint.png|link=Ointment]] [[File:MediPen.png|link=General items#MediPen|Epinephrine medipen]] &lt;br /&gt;
|description = This box is made for the well-being of sensitive persons. &lt;br /&gt;
}}&lt;br /&gt;
===Pill Bottles===&lt;br /&gt;
These are located in the [[Genetics|Genetics lab]]. The chemicals contained within these bottles are mostly useful for clones.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bottle of Mannitol Pills}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Bottle of Mannitol Pills&lt;br /&gt;
|image = Pill_Bottle.png&lt;br /&gt;
|foundin = [[Genetics]]&lt;br /&gt;
|usedfor = Treating brain damage in patients, particularly the newly-cloned.&lt;br /&gt;
|strategy = Get the patient to swallow a pill. Slip a pill in the cryo beakers.&lt;br /&gt;
|contents = [[File:apill.png|Mannitol pill]] [[File:apill.png|Mannitol pill]] [[File:apill.png|Mannitol pill]] [[File:apill.png|Mannitol pill]] [[File:apill.png|Mannitol pill]] [[File:apill.png|Mannitol pill]] [[File:apill.png|Mannitol pill]] &lt;br /&gt;
|description = Contains pills used to treat brain damage.&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Bottle of Mutadone Pills}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Bottle of Mutadone Pills&lt;br /&gt;
|image = Pill_Bottle.png&lt;br /&gt;
|foundin = [[Genetics]]&lt;br /&gt;
|usedfor = Removing genetic mutations in patients including superpowers and disabilities.&lt;br /&gt;
|strategy = Get the patient to swallow a pill. Force one into a monkey to turn it into a human.&lt;br /&gt;
|contents = [[File:MutadonePill.png|Mutadone pill]] [[File:MutadonePill.png|Mutadone pill]] [[File:MutadonePill.png|Mutadone pill]] [[File:MutadonePill.png|Mutadone pill]] [[File:MutadonePill.png|Mutadone pill]] [[File:MutadonePill.png|Mutadone pill]] [[File:MutadonePill.png|Mutadone pill]] &lt;br /&gt;
|description = Contains pills used to treat genetic abnormalities.&lt;br /&gt;
}}&lt;br /&gt;
==Machinery and Facilities==&lt;br /&gt;
These are the vital machines that you need to treat abnormally damaging injuries. With the exception of the sink and shower, you need to be able to access the [[Medbay]] to use any of these.&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[General items#Sink|Sink]]&lt;br /&gt;
 |image = Sink.png&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Shower}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[General items#Shower|Shower]]&lt;br /&gt;
 |image = Shower.png&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = NanoMed Plus&lt;br /&gt;
 |image = Nanomedplus.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Supplying yourself with medical items&lt;br /&gt;
 |strategy = Use the machine and choose your poison&lt;br /&gt;
 |description = [[Vending_machines#NanoMed_Plus|See what NanoMed Plus holds inside.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = NanoMed&lt;br /&gt;
 |image = Nanomed.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Supplying yourself with medical items&lt;br /&gt;
 |strategy = Use the machine and choose your poison.&lt;br /&gt;
 |description = [[Vending_machines#NanoMed|See what NanoMed holds inside.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Lifeform Stasis Unit}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Lifeform Stasis Unit (aka &amp;quot;Stasis Bed&amp;quot;)&lt;br /&gt;
 |image = Stasis_bed_off.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = To keep patients alive during treatment&lt;br /&gt;
 |strategy = Buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[Guide_to_medicine#Death|dead]] it freezes their [[Guide_to_medicine#Death|defibrillation timer]].&lt;br /&gt;
 |description = Puts patients into stasis. Can be turned off with alt-click. Works for surgery. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_medicine#Lifeform_Stasis_Units|See here how to use a Stasis Bed.]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_advanced_construction#Lifeform_Stasis_Unit|See here how to build a Stasis Bed.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sleeper}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Sleeper&lt;br /&gt;
 |image = Sleeper.gif&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = To heal patients&lt;br /&gt;
 |strategy = Get the patient on top of the Sleeper, use the Sleeper and choose &#039;&#039;&amp;quot;Close&amp;quot;&#039;&#039;, now the patient is in and you can inject all the needed medicines&lt;br /&gt;
 |description = Sleepers can hold up to 6 chemical containers, allowing fast adminstration of chemicals to patients. Sleepers that come with the station already have a few different [[Guide_to_chemistry#Medicines|medicines]]. When injecting medicine sleepers only use 8 units, while still giving the patient a 10 unit dose. They can also be upgraded to hold more containers at once or decrease the amount consumed per injection.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Sleeper|Guide to building and using a Sleeper.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Cryogenics Tube &amp;amp; Freezer}}{{anchor|Cryogenics Chamber &amp;amp; Freezer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Cryogenics Tube &amp;amp; Freezer&lt;br /&gt;
 |image = [[File:Cryo.gif|x64px|Cryogenics Tube]][[File:Freezer.gif|64px|Freezer]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Healing critical (or not critical) patients and genetic damage&lt;br /&gt;
 |strategy = Set the cryo up and put people in. Eject them after they&#039;ve healed up&lt;br /&gt;
 |description = These high-tech devices can bring crew members back from the brink of death. The station starts with two, but they have to be set up first. It automatically stabilizes people in [[Guide_to_medicine#Critically_Wounded|critical condition]], and will safely lower a patient&#039;s body temperature to levels at which [[Cryoxadone]], usually mixed with [[Mannitol]], is effective. These chemicals will heal all damage types, and are the only way to fix clone loss caused by cloning and slime feeding.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_medicine#Cryo_Tube|See here how to use and perform maintenance on the Cryogenics Tubes.]]&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Guide to building a Cryogenics Tube.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Defibrillator}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Defibrillator&lt;br /&gt;
|image = Defib.png&lt;br /&gt;
|foundin = [[Medical storage|Medical Storage]]&lt;br /&gt;
|usedfor = Reviving the recently dead&lt;br /&gt;
|strategy = Get to bodies fast enough and jump-start their heart&lt;br /&gt;
|description = Can bring patients out of death and into crit under certain conditions. Doesn&#039;t work if patients are not [[Ghost|in their bodies]] or if they are heavily damaged. Runs on power cells. Can be emagged or EMPd to make it able to instant stun (on disarm intent) or induce a heart attack (on harm intent), which is not instant. Both the stun and heart attack induction works through [[Clothing_and_Accessories#Hardsuit|hardsuits]]. Defibrillation works on monkeys, too. See the [[Guide_to_medicine#Death|Guide to Medicine]] for details about the conditions that need to be fulfilled to be able to defibrillate someone. &lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Defibrillator Mount}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Defibrillator Mount&lt;br /&gt;
|image = Defibmount.png&lt;br /&gt;
|foundin = [[Chief Medical Officer&#039;s Office]]&lt;br /&gt;
|usedfor = Holding Defibrillators&lt;br /&gt;
|description = Mount it on a wall and attach a defibrillator to it to allow public use while preventing theft. While mounted, the paddles can be used by clicking the mount; alt-clicking will remove the defibrillator if unlocked. Can be locked and unlocked using a Medical, Head of Staff or Security ID, or by using a multitool. Automatically unlocks under red alert.&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Compact Defibrillator}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #CEFFF4&lt;br /&gt;
|bgcolor2 = #ADEDDF&lt;br /&gt;
|name = Compact Defibrillator&lt;br /&gt;
|image = Compactdefib.png&lt;br /&gt;
|foundin = [[Medical storage|Medical Storage]], Medical [[techfab]]&lt;br /&gt;
|usedfor = Reviving the recently dead&lt;br /&gt;
|strategy = Get to bodies fast enough and jump-start their heart&lt;br /&gt;
|description = A smaller version of the defibrillator, can be produced at Medical [[techfab]] and is found in the [[Chief Medical Officer|CMO&#039;s]] office. Fits on the belt slot, rather than the back slot. Can bring patients out of death and into crit if they have only been dead a short time (only a few minutes). Does brain damage, though, and doesn&#039;t work if patients are not [[Ghost|in their bodies]] or if they are heavily damaged. Runs on power cells. Can be emagged for a heavy stun and some burn damage.&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|DNA Scanner &amp;amp; DNA Scanner Access Console}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = DNA Scanner &amp;amp; DNA Scanner Access Console&lt;br /&gt;
 |image = [[File:scanner.gif|64px|DNA Scanner]][[File:Medcom.gif|64px|DNA Scanner Access Console]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Genetics]]&lt;br /&gt;
 |usedfor = Overall changing the subject&#039;s DNA, e.g. finding superpowers. Making SE/UI injections&lt;br /&gt;
 |strategy = Put a person in the DNA Scanner and use the console to play God.&lt;br /&gt;
 |description = These can&#039;t create new bodies but only change existing ones - monkey to human (or vice versa), discovering superpowers, healing genetic defects... or just making everybody look and sound exactly like you. They can also output single-use injectors for remote genetic wizardry. [[Guide_to_genetics|More info can be found here]].&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#DNA_Scanner|Guide to building a DNA Scanner.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|DNA Scanner, Cloning Console &amp;amp; Cloning Pod}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = DNA Scanner, Cloning Console &amp;amp; Cloning Pod&lt;br /&gt;
 |image = [[File:scanner.gif|64px|DNA Scanner]][[File:Medcom.gif|64px|Cloning Console]][[File:Clone.gif|64px|Cloning Pod]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Genetics]]&lt;br /&gt;
 |usedfor = Scanning dead people and cloning them back to life&lt;br /&gt;
 |strategy = Put a corpse in the DNA Scanner, use the console, scan, clone if possible&lt;br /&gt;
 |description = A machine with the power to reverse death itself - as long as there&#039;s something to scan. The paranoid can check in at any time but the typical patient is dead on arrival. [[Geneticist#Cloning.2C_A_How_To|See here for instructions]] or check out a copy of &#039;&#039;Cloning techniques of the 26th century&#039;&#039; (found on the Geneticist&#039;s desk).&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#DNA_Scanner|Guide to building a DNA Scanner.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_advanced_construction#Cloning_Pod|Guide to building a Cloning Pod.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|IV Drip}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = IV Drip&lt;br /&gt;
 |image = IV_Drip.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Dispensing blood and other chemicals&lt;br /&gt;
 |strategy = Attach the patient to the IV drip. Insert blood pack. Wait. Do not move the patient while they are hooked up to the IV.&lt;br /&gt;
 |description = The IV drip can replenish patients&#039; blood with blood packs, or collect their blood with empty packs. If no blood is available to treat patients, saline-glucose solution can be used as an inferior substitute.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Blood Pack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Blood Pack&lt;br /&gt;
 |image = Random_bloodpack_0.png&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Virology]]&lt;br /&gt;
 |usedfor = Replenishing blood&lt;br /&gt;
 |strategy = Add blood pack to IV drip. Attach the patient to the IV drip by clicking and and dragging the IV drip to the patient. Wait. Click IV drip to take it out. Do not move the patient while infusing.&lt;br /&gt;
 |description = Blood packs can be attached to an IV to transfuse or collect blood from patients. Medbay is initially stocked with blood packs for each blood type. Don&#039;t give patients the wrong [[Guide_to_medicine#Bleeding|blood type]]! Empty blood packs [[File:Blood_pack.png]] can be printed from the medical [[Guide_to_Research_and_Development#Techfab| techfab]] after research. Blood packs can be labeled with a pen. &lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Intravenous Medicine Bag}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Intravenous Medicine Bag&lt;br /&gt;
 |image = Intravenous_medicine_bag.png&lt;br /&gt;
 |foundin = Medical [[Guide_to_Research_and_Development#Techfab| techfab]] after research&lt;br /&gt;
 |usedfor = Making custom IV drip [[Guide_to_chemistry#Medicines|medicine]] mixes&lt;br /&gt;
 |strategy = Fill it with medicines that won&#039;t overdose the patient, such as iron. Use the way as [[#Blood_Pack|blood pack]]. &lt;br /&gt;
 |description = Intravenous medicine bags can be filled with up to 100u if any liquid reagent and then be [[Guide_to_chemistry#Inject|injected]] into a patient with an [[#IV_Drip|IV drip]]. Alt-click the bag to permanently seal it, which will prevent spilling. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Operating Table}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Operating Table&lt;br /&gt;
 |image = [[File:OpCom.png|64px|An operating computer, as in not broken.]][[File:OpTable.gif|64px|Operating Table]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Operating Theatre]], [[Robotics]], and [[Maintenance]] just north of arrivals (only on [[BoxStation]])&lt;br /&gt;
 |usedfor = Surgery&lt;br /&gt;
 |strategy = Put patient on table, do surgery&lt;br /&gt;
 |description = A major part in all [[surgery]]. Only [[Medical Doctor|medical doctors]] and the [[CMO]] have access to surgery.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Chem Dispenser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Chem Dispenser&lt;br /&gt;
 |image = Dispenser.png&lt;br /&gt;
 |foundin = [[Chemistry]]&lt;br /&gt;
 |usedfor = Dispensing chemicals&lt;br /&gt;
 |strategy = Put a beaker in it, use it, choose how much you want, what you want and eject the beaker&lt;br /&gt;
 |description = This machine provides the [[Chemist]] with most of the raw materials to ply his trade. Contains 100 regenerating energy points. Every 10 units of reagent costs one energy point. It remains on during a power outage, though it will not recharge points unless it is receiving power. Can be recharged using an [[Inducer]] in the event of a power outage.&lt;br /&gt;
A beaker, or other liquid holding device, has to be put inside for it to perform it&#039;s function. The units of chemicals it gives out vary depending on what it is set to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemicals produced:&#039;&#039;&#039; See [[Guide_to_chemistry#Chemicals|here]] for a list of chemicals.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Chemical Heater}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Chemical Heater&lt;br /&gt;
 |image = Chemical Heater.png&lt;br /&gt;
 |foundin = [[Chemistry]]&lt;br /&gt;
 |usedfor = Heating chemicals&lt;br /&gt;
 |strategy = Put a beaker in, select a temperature, and turn it on.&lt;br /&gt;
 |description = See the [[guide to chemistry]] for a list of chemical formulas and their reaction to heat.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|ChemMaster 3000}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = ChemMaster 3000&lt;br /&gt;
 |image = Chemmaster.gif&lt;br /&gt;
 |foundin = [[Chemistry]]&lt;br /&gt;
 |usedfor = Making bottles and pills&lt;br /&gt;
 |strategy = Put beaker with &#039;&#039;stuff&#039;&#039; in, make &#039;&#039;stuff&#039;&#039; containing bottles/pills for further use&lt;br /&gt;
 |description = Separates, bottles, and makes pills out of the chemical you loaded inside. Just select the amount of each chemical you with to work with. Ejecting a beaker while working on a chemical will make the chemical go to waste. You can only make 50 unit pills, and 30 unit bottles this way.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Reagent Grinder}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Reagent Grinder&lt;br /&gt;
 |image = Blender.png&lt;br /&gt;
 |foundin = [[Chemistry]], [[Kitchen]], [[Bar]], [[Hydroponics]], [[Xenobiology]]&lt;br /&gt;
 |usedfor = Grinding and liquefying reagents&lt;br /&gt;
 |strategy = Put something in it and choose what you want to do with it&lt;br /&gt;
 |description = Grinds, crushes, liquefies and extracts reagents from materials placed into it. If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Works on:&#039;&#039;&#039;&lt;br /&gt;
* Refined sheets of mined minerals (plasma, gold, uranium, bananium, and silver)&lt;br /&gt;
* Grown foods (bananas, liberty caps, corn, carrots, and chilies)&lt;br /&gt;
* Other grown items (nettles and death nettles)&lt;br /&gt;
* Snacks (chips and candy)&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Morgue Tray}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f8eed3&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Morgue Tray&lt;br /&gt;
 |image = Morgue_tray.png&lt;br /&gt;
 |foundin = [[Morgue]]&lt;br /&gt;
 |usedfor = Storing dead people&lt;br /&gt;
 |strategy = Open, put a dead person on, preferably in a body bag with a note attached to it (who they are and why they&#039;re there), and close&lt;br /&gt;
 |description = Holds one person (preferably dead) on the tray within.&amp;lt;br&amp;gt;Has a light on the side to notify about the body if it has a ghost in them &amp;lt;br&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Blue light&amp;lt;/b&amp;gt;: No body or object.&lt;br /&gt;
*&amp;lt;b&amp;gt;Green light&amp;lt;/b&amp;gt;: Body with a ghost in it, will beep loudly to catch attention&lt;br /&gt;
*&amp;lt;b&amp;gt;Red light&amp;lt;/b&amp;gt;: Body with no ghost or braindead/catatonic.&lt;br /&gt;
*&amp;lt;b&amp;gt;Yellow light&amp;lt;/b&amp;gt;: Non-body object.&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>HowToLoLu</name></author>
	</entry>
</feed>