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		<updated>2026-05-28T16:13:50Z</updated>
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	<entry>
		<id>http://www.mushpedia.com/wiki/Dirty</id>
		<title>Dirty</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Dirty"/>
				<updated>2016-12-14T19:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Becoming {{Status|Dirty}} is one of the primary dangers of early ''Mush'' games, as the agents of [[Mush]] are guaranteed to become ''Dirty'' while performing their shroomy deeds. This naturally puts suspicion on anybody caught with less-than-perfect hygiene. [[Characters|Crew members]] will be expected to report exactly how and why they've become ''Dirty'', and are advised to avoid it in any ways possible. Certain crew members are even expected to ''never'' be dirty due to the clean nature of their roles.&lt;br /&gt;
&lt;br /&gt;
== Measures against Dirtiness ==&lt;br /&gt;
&lt;br /&gt;
Holding the {{Item|Stainproof Apron}} will protect you from most actions that can make you {{Status|Dirty}}. (see [[#Causes of Dirtiness|below]] for a specific list)&lt;br /&gt;
&lt;br /&gt;
To remove the {{Status|Dirty}} status from your character, take a {{Equipment|Shower}} in either of the {{Room|dorms}}. If both showers have been dismantled, an '''emergency shower''' will be available in the {{Room|Refectory}}, which can only be used once a day.&lt;br /&gt;
&lt;br /&gt;
Showering takes '''2''' {{AP}} in regular showers, or '''3''' {{AP}} in the emergency Refectory shower. Holding either {{Item|Soap}} (or {{Item|Super Soaper}}) reduces the cost by 1 {{AP}}. The Super Soaper will also remove 1 {{Status|Spore}} from your body when you shower.&lt;br /&gt;
&lt;br /&gt;
== Adverse effects of being Dirty ==&lt;br /&gt;
&lt;br /&gt;
{{Character|Finola}} loses 1 {{Morale}} for every cycle she spends {{Status|Dirty}} due to her {{Trait|Germaphobe}} trait, meaning that she should avoid being dirty at all cost.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited actions ===&lt;br /&gt;
&lt;br /&gt;
Due to the dangers of the {{Character|Mush}}, the NERON AI prohibits {{Status|Dirty}} crew members from accessing a number of consoles. While dirty, you will not be able to perform the following actions:&lt;br /&gt;
&lt;br /&gt;
* Working on [[Research]].&lt;br /&gt;
* Working on [[NERON Projects]].&lt;br /&gt;
* [[Astrophysics#Analyzing_Planets|Analyzing]] planets. ''(You can scan for planets, just not analyze them.)''&lt;br /&gt;
* Working on the [[Communications]] Console.&lt;br /&gt;
* [[Gardening#Actions|Grafting]] plants. ''(When trying to graft a fruit onto a plant, the plant must not be thirsty, dried out or sick, and the person doing it must not be dirty. If any of these things is the case, the plant will die and you will lose the fruit.)''&lt;br /&gt;
&lt;br /&gt;
=== Permitted actions ===&lt;br /&gt;
&lt;br /&gt;
Against NERON's better judgement you '''will''', however, be able to perform the following feats while {{Status|Dirty}}:&lt;br /&gt;
&lt;br /&gt;
* Repairing the [[PILGRED Reactor]]&lt;br /&gt;
* Moving the ship using the [[Navigation]] Terminal&lt;br /&gt;
* Accessing the [[BIOS Terminal]] and changing NERON's settings&lt;br /&gt;
* Doing the thing&lt;br /&gt;
&lt;br /&gt;
== Causes of Dirtiness ==&lt;br /&gt;
&lt;br /&gt;
=== Avoidable ===&lt;br /&gt;
'''These actions can make you {{Status|Dirty}}, but will be avoided if you're carrying the {{Item|Stainproof Apron}} or if you have {{Skill|OCD}}'''&lt;br /&gt;
&lt;br /&gt;
* Cooking. ''(Includes the [[Ship Equipment#Refectory|Coffee Machine]] and the {{Item|Microwave}}.)''&lt;br /&gt;
* Eating. ''(Goes for any kind of [[Inventory#Consumables|Consumable]]; {{Item|Standard Ration}}, {{Item|Cooked Ration}}, Fruit, {{Item|Coffee}}, Pills...)''&lt;br /&gt;
* Working on [[Research]].&lt;br /&gt;
* Working on the [[PILGRED Reactor]].&lt;br /&gt;
* [[Gardening]].&lt;br /&gt;
* Extracting or inserting {{Item|Fuel Capsule}}.&lt;br /&gt;
* Using the [[Ship Equipment#Engine Room|Combustion Chamber]]. ''(Includes both '''Check Fuel''' and '''Insert Fuel'''.)''&lt;br /&gt;
* Returning from [[Exploration|Explorations]].&lt;br /&gt;
* Melee combat, unarmed or with {{item|Knife}}, even if you miss.&lt;br /&gt;
* Repairs, even if you fail.&lt;br /&gt;
* Installing and removing a {{Item|Camera}}.&lt;br /&gt;
* Building an object from a {{Item|Blueprint}}.&lt;br /&gt;
* Opening a {{item|Space Capsule}}.&lt;br /&gt;
* Dismantling [[Ship Equipment|objects]], even if you fail.&lt;br /&gt;
* Upgrading a {{Item|Support Drone}}.&lt;br /&gt;
* [[Health#Morale Points|Doing it]].&lt;br /&gt;
* Healing yourself with  a {{item|Bandage}}.&lt;br /&gt;
* Performing a '''Surgery''' with {{Skill|Medic}} and {{Item|Medikit}} or '''DIY Surgery''' in MedLab.&lt;br /&gt;
* Using the {{Item|Spore Sucker}}.&lt;br /&gt;
* Using {{Item|Jar of Alien Oil}}.&lt;br /&gt;
* Using {{Item|Survival Kit}}.&lt;br /&gt;
* Using {{Item|Lunchbox}}.&lt;br /&gt;
* Using the {{Gold Project|SNC Kitchen}} Gold Project.&lt;br /&gt;
* {{Character|Mush}}: [[Sabotage|Sabotaging]] equipment.&lt;br /&gt;
* Using the {{Skill|Torturer}} skill on somebody.&lt;br /&gt;
* Trying to extinguish a fire without an {{Item|Extinguisher}} (as {{Skill|Firefighter}}).&lt;br /&gt;
* Searching with {{Skill|Metalworker}} skill, even if you fail.&lt;br /&gt;
&lt;br /&gt;
=== Guaranteed ===&lt;br /&gt;
'''The following actions/diseases will make you {{Status|Dirty}} no matter what.'''&lt;br /&gt;
&lt;br /&gt;
* Some diseases like the {{Disease|Flu}}, {{Disease|Food Poisoning}}, {{Disease|Gastroenteritis}} etc.&lt;br /&gt;
* Being target of {{Skill|Slimetrap}}. (unlocked at {{Character|Mush}} Level 7)&lt;br /&gt;
* Being target of {{Skill|Massive Mushification}}. (unlocked at {{Character|Mush}} Level 18)&lt;br /&gt;
* {{Character|Mush}}: Extracting a {{Status|Spore}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Finola]]&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Metalworker</id>
		<title>Metalworker</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Metalworker"/>
				<updated>2016-12-14T19:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#vardefine:Title|&lt;br /&gt;
Metalworker&lt;br /&gt;
}}{{#vardefine:Description|&lt;br /&gt;
It seems pretty clear that you're a really productive person.&lt;br /&gt;
}}{{#vardefine:Effect|&lt;br /&gt;
* '''Daily''' if you find yourself in a '''Warehouse''', you have a chance of finding scraps or better for 0 {{AP}}.&lt;br /&gt;
}}{{#vardefine:Characters|&lt;br /&gt;
{{Character Level|Terrence|6}}&lt;br /&gt;
}}{{#vardefine:Mush Status|&lt;br /&gt;
Kept&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Skill Tooltip|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
A '''Metalworker''' gets a chance of finding a random useful item once per day. Often {{item|Scrap Metal}} as the name implies, but sometimes other things like a {{item|Ration}}, {{item|Plastic Scraps}} or {{item|Fuel Capsule}} {{todo|Oxygen?}}. Consequently, this skill yields greater rewards the longer the voyage goes on.&lt;br /&gt;
&lt;br /&gt;
Specifically, they will have a special, free ''Search'' action available when in a storage room, with a 75% chance of success (i.e. finding an item that was not there before). Failure will increase those chances, to 93% the following day(drop back to 75% if you use another action).&lt;br /&gt;
&lt;br /&gt;
'''Recommendation:''' as there is a chance to find Fuel Capsule the best place to use free Search is Rear Alpha Storage or Rear Bravo Storage. Or fill your free slots with something before using this action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:metalsearch.png|thumb|right|Terrence just found some metal in Rear Alpha Storage.]]&lt;br /&gt;
&lt;br /&gt;
== General effects ==&lt;br /&gt;
* '''New action:''' {{Action Details|indent|&lt;br /&gt;
|Name =&lt;br /&gt;
Search&lt;br /&gt;
&lt;br /&gt;
|Privacy =&lt;br /&gt;
Public&lt;br /&gt;
|Target =&lt;br /&gt;
Storage Room&lt;br /&gt;
|Effect =&lt;br /&gt;
''Allows you to search the stockrooms for scrap, or other '''really''' useful things.''&lt;br /&gt;
***Available once a day.&lt;br /&gt;
***Does not reveal regular hidden items.&lt;br /&gt;
|Room Log = &lt;br /&gt;
(Fail)You turn all these useless machines upside down and inside out, but there's really nothing interesting there...&lt;br /&gt;
}}&lt;br /&gt;
{{Warn|This action can hurt by 2{{HP}} (even if you have no free slots in hands) }} &lt;br /&gt;
&lt;br /&gt;
{{Warn|This action can make you {{Status|Dirty}} (even if you your attempt failed) }} &lt;br /&gt;
&lt;br /&gt;
[[Category:Human Skill]] [[Category:Terrence Skill]]&lt;br /&gt;
{{Skills Navbox}}&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Health</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Health"/>
				<updated>2016-12-13T23:29:42Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
The daily grind in the depths of space asks a lot of the Daedalus crew , who find their mental and physical '''Health''' diminishing with each passing day. Maintaining your {{HP}} '''Health Points''' and {{Morale}} '''Morale''' is one of your many responsibilities in the fight against the {{Character|Mush}}, which eventually proves difficult as you are beset by [[Dangers]] from all sides. Deaths of vital personnel and depleted resources will drive you to carefully guard every precious point you have, and force you to cooperate with others to restore them as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
To the left of the play area is the display for your health. Over your picture is a collection of icons representing special [[Status|statuses]], and just below that are your {{HP}} and {{Morale}} gauges. Special statuses can be good or bad, and hovering over the icons will give a description and sometimes advice.&lt;br /&gt;
&lt;br /&gt;
== Health Points ==&lt;br /&gt;
&lt;br /&gt;
{{HP}} '''Health Points''' are a measurement of your physical well-being. When they drop to zero, your character will '''die''' and you will be removed from the game.&lt;br /&gt;
&lt;br /&gt;
Health Points are capped at '''14''' {{HP}}. If you are playing in {{Gold Mode}}, you gain a bonus of +2 {{HP}}, making '''16''' {{HP}} your total maximum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: table-cell; padding-right: 50px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ways to gain Health Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Source&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Gain&lt;br /&gt;
|-&lt;br /&gt;
| Surviving for a day&lt;br /&gt;
| +1 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Eating a {{Item|Banana}}&lt;br /&gt;
| +1 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Eating certain [[Inventory#Fruit|alien fruit]]&lt;br /&gt;
| +1 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Healed using {{Item|Bandage}}&lt;br /&gt;
| +2 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Healed using {{Item|Medikit}}&lt;br /&gt;
| +3 {{HP}} '''*'''&lt;br /&gt;
|}&lt;br /&gt;
'''*''' Increased by 1 {{HP}} with [[Research|Ultra-Healing Pomade]] researched.&amp;lt;br&amp;gt;&lt;br /&gt;
'''*''' Increased by 2 {{HP}} if used by a {{Skill|Medic}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: table-cell;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ways to lose Health Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Source&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loss&lt;br /&gt;
|-&lt;br /&gt;
| Random Damage &lt;br /&gt;
| 2 {{HP}} '''*'''&lt;br /&gt;
|-&lt;br /&gt;
| Room Shaking&lt;br /&gt;
| 1-3 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Steel Plate&lt;br /&gt;
| 4-6 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Room on Fire&lt;br /&gt;
| 0-2 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Every cycle {{Status|starving}}&lt;br /&gt;
| 1 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: [[Actions#Kick Off|Kick Off]]&lt;br /&gt;
| 1-3 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Hit by {{Item|Knife}}&lt;br /&gt;
| 1-5 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Hit by {{Item|Blaster}}&lt;br /&gt;
| 2-3 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Hit by {{Item|Old Faithful}}&lt;br /&gt;
| 2-3 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Hit by {{Item|Natamy Rifle}}&lt;br /&gt;
| 2-4 {{HP}} '''**'''&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Hit by {{Item|Lizaro Jungle}}&lt;br /&gt;
| 3-5 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Hit by {{Item|Rocket Launcher}}&lt;br /&gt;
|?-8 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Throwing a {{Item|Grenade}}&lt;br /&gt;
| 0-3 {{HP}}&lt;br /&gt;
|-&lt;br /&gt;
| Combat: Hit by {{Item|Grenade}}&lt;br /&gt;
| 0-10 {{HP}}&lt;br /&gt;
|}&lt;br /&gt;
'''*''' This damage has a (low) chance of occurring whenever a player picks up an item, repairs a broken piece of equipment or object, or uses a piece of equipment or object, same as using free Search action of Metalworker skill . Picking any item, including {{Item|iTrakie}}, can cause the damage. There is an elevated and reliable chance for a non-Raluca player to be scratched for 2 {{HP}} each time they pick up Schrödinger. &amp;lt;br&amp;gt;&lt;br /&gt;
'''**''' 6-13 {{HP}} if victim is a {{Character|Mush}}. A Natamy Rifle also might cause up to 3 injuries at one shot, so it should be used with care for mush-testing. &lt;br /&gt;
&lt;br /&gt;
{{Note|All '''combat''' damage is reduced by 1 {{HP}} each (stacking) by the following: {{Item|Plastenite Armor}}, {{Skill|Hard Boiled}}, though it is reportedly bugged at times when a mush player holds both the Armor and the skill. Mush who [[mutate]] will also have some additional damage protection.}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Morale Points ==&lt;br /&gt;
&lt;br /&gt;
{{Morale}} '''Morale Points''' represent your character's mental integrity. When {{Morale|long}} drops to zero, the character will commit suicide and you will be removed from the game at the next cycle change.&lt;br /&gt;
&lt;br /&gt;
As with {{HP}}, Morale is capped at '''14''' {{Morale}}. If you are playing in {{Gold Mode}}, you gain a bonus of +2 {{Morale}}, making '''16''' {{Morale}} your total maximum.&lt;br /&gt;
&lt;br /&gt;
The {{Character|Mush}}'s {{Morale}} is always at maximum and cannot be influenced. This may prompt {{Character|Mush}} players to keep track of the {{Morale}} they otherwise ''would'' have as regular human crewmember, so that they can defend themselves in case of doubt. &lt;br /&gt;
&lt;br /&gt;
You wake up from cryosleep with 7 {{Morale}} (or 8 {{Morale}} in {{gold Mode}}).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: table-cell; padding-right: 50px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ways to gain Morale Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Source&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Gain&lt;br /&gt;
|-&lt;br /&gt;
| Eating a {{Item|Banana}}&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Eating certain [[Inventory#Fruit|alien fruit]]&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Consuming certain [[Inventory#Drugs|medicines]]&lt;br /&gt;
| 3 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Cycle spent lying down around {{Skill|Shrink}}&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Comforted by a {{Skill|Shrink}}&lt;br /&gt;
| 2 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Receiving a speech from a {{Skill|Leader}}&lt;br /&gt;
| 2 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Actions#Doing_it|Doing the thing]]&lt;br /&gt;
| 2 {{Morale}} **&lt;br /&gt;
|-&lt;br /&gt;
| Caressing {{Item|Schrödinger}} (once per game)&lt;br /&gt;
| 3 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Using the {{Item|Alien Holographic TV}} (once per game)&lt;br /&gt;
| 3 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Communications#Rebel Bases|Rebel Base]] Transmission: '''CYGNI'''&lt;br /&gt;
| 3 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Communications#Rebel Bases|Rebel Base]] Transmission: '''KALADAAN'''&lt;br /&gt;
| 6 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Communications#Link|Comms Link]] first established&lt;br /&gt;
| 3 {{Morale}} *&lt;br /&gt;
|-&lt;br /&gt;
| Getting found after being lost.&lt;br /&gt;
| 3 {{Morale}}&lt;br /&gt;
|}&lt;br /&gt;
'''*''' For everyone already out of cryo.&lt;br /&gt;
'''**''' 16 for Derek on the first time&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: table-cell;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ways to lose Morale Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Source&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Loss&lt;br /&gt;
|-&lt;br /&gt;
| Certain {{Status|disorders}} (70% chance)&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Crew member death&lt;br /&gt;
| 1 {{Morale}} *&lt;br /&gt;
|-&lt;br /&gt;
| Consuming {{Item|Standard Ration}} (uncooked)&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Surviving for a day&lt;br /&gt;
| 2 {{Morale}} **&lt;br /&gt;
|-&lt;br /&gt;
| Victim of {{Skill|Demoralize}}&lt;br /&gt;
| 2 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Consuming certain [[Inventory#Drugs|medicines]]&lt;br /&gt;
| 2 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Suffering a '''Panic Attack'''&lt;br /&gt;
| 3 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Trait|Germaphobe}}: Cycle spent {{Status|Dirty}}&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Trait|Antisocial}}: Cycle spent around crewmates&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Character|Raluca}}: Death of {{Item|Schrodinger}}&lt;br /&gt;
| 4 {{Morale}}&lt;br /&gt;
|-&lt;br /&gt;
| Using {{Skill|Premonition}}&lt;br /&gt;
| 1 {{Morale}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''*''' No {{Morale}} loss in case of a suicide, or if you are {{Skill|Detached Crewmember}}.&amp;lt;br&amp;gt;&lt;br /&gt;
'''**''' Reduced by 1 {{Morale}} if {{Skill|Mankind's only hope}} is alive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''**''' Reduced by 1 {{Morale}} if you are {{Skill|The Optimist}}. (stacks with above)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Satisfaction and Starvation==&lt;br /&gt;
'''Satisfaction''' is a ''hidden'' health statistic that relates to food and starvation. When you eat, you gain '''Satisfaction points''' (displayed as {{Satisfaction}} in this Wiki) depending on what you eat. Different [[Inventory#Rations|foods]] give different amounts, e.g. {{item|Standard Ration}}s give '''4''' {{Satisfaction}} while [[Banana]]s give '''1''' {{Satisfaction}}. If you're a {{Character|Mush}}, you get '''4''' {{Satisfaction}} for any consumable.&lt;br /&gt;
&lt;br /&gt;
You will gain the status '''{{Status|Full Stomach}} when your Satisfaction is 3 {{Satisfaction}} or more''', and you cannot consume anything (not even '''0''' {{Satisfaction}} items) after that. You lose '''1''' {{Satisfaction}} per cycle. Once your Satisfaction reaches '''0''' {{Satisfaction}} (also the starting value), you will be fine for 24 more cycles. Once that time has elapsed (i.e. you have Satisfaction is less than -24), you will gain the {{Status|Starving}} status, and will begin losing '''1''' {{HP}} every following cycle without eating. To stop yourself from starving, you need to eat or drink something, except pills, to set your Satisfaction back to '''0''' {{Satisfaction}} or above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Given a {{HP|long}} of '''14''', and assuming a starting point of '''0''' {{Satisfaction}}, characters who just ate 1 ration for '''+4''' {{Satisfaction}} (like new players doing the tutorial) will last over 5 days before death:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#080;&amp;quot;&amp;gt;Cycles of Satisfaction ticking down&amp;lt;/span&amp;gt; + &amp;lt;span style=&amp;quot;color:#880;&amp;quot;&amp;gt;Cycles before starvation starts&amp;lt;/span&amp;gt; + &amp;lt;span style=&amp;quot;color:#800;&amp;quot;&amp;gt;Cycles of losing 1 {{HP}} (+1 for every day change)&amp;lt;/span&amp;gt; divided by &amp;lt;span style=&amp;quot;color:#008;&amp;quot;&amp;gt;Number of Cycles in a day&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
= &amp;lt;span style=&amp;quot;color:#080;&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; + &amp;lt;span style=&amp;quot;color:#880;&amp;quot;&amp;gt;24&amp;lt;/span&amp;gt; + &amp;lt;span style=&amp;quot;color:#800;&amp;quot;&amp;gt;14 (+1 or +2)&amp;lt;/span&amp;gt; Cycles / &amp;lt;span style=&amp;quot;color:#008;&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
= 43 or 44 Cycles / &amp;lt;span style=&amp;quot;color:#008;&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
= 5.4 to 5.5 days&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other examples:'''&lt;br /&gt;
&lt;br /&gt;
Gold character with 16 health: (4+24+16+2)/8 = 5.75 days&amp;lt;br/&amp;gt;&lt;br /&gt;
Hurt character with ~3 health: (4+24+3+1)/8 = ~4 days&amp;lt;br/&amp;gt;&lt;br /&gt;
''Inactive character, no eating: (24+14+2)/8 = 5 days&amp;lt;br/&amp;gt;''&lt;br /&gt;
Tutorial character, no eating: (14+2)/8 = 2 days&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only thing that will affect this process besides the number of day changes is damage people receive in that time from other characters or random room events - or {{morale|long}} loss causing suicide. This can technically kill them earlier than that, but the overall chances of that are low. If you need to be AFK for a while, get your {{hp}} and {{morale}} to max and eat that Ration, and you should be fine.&lt;br /&gt;
&lt;br /&gt;
== Illnesses ==&lt;br /&gt;
{{Main|Illnesses}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Incomplete]]&lt;br /&gt;
[[Category:Gameplay]] [[Category:Finola]] [[Category:Janice]]&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Metalworker</id>
		<title>Metalworker</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Metalworker"/>
				<updated>2016-12-13T23:24:53Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#vardefine:Title|&lt;br /&gt;
Metalworker&lt;br /&gt;
}}{{#vardefine:Description|&lt;br /&gt;
It seems pretty clear that you're a really productive person.&lt;br /&gt;
}}{{#vardefine:Effect|&lt;br /&gt;
* '''Daily''' if you find yourself in a '''Warehouse''', you have a chance of finding scraps or better for 0 {{AP}}.&lt;br /&gt;
}}{{#vardefine:Characters|&lt;br /&gt;
{{Character Level|Terrence|6}}&lt;br /&gt;
}}{{#vardefine:Mush Status|&lt;br /&gt;
Kept&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Skill Tooltip|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
A '''Metalworker''' gets a chance of finding a random useful item once per day. Often {{item|Scrap Metal}} as the name implies, but sometimes other things like a {{item|Ration}}, {{item|Plastic Scraps}} or {{item|Fuel Capsule}} {{todo|Oxygen?}}. Consequently, this skill yields greater rewards the longer the voyage goes on.&lt;br /&gt;
&lt;br /&gt;
Specifically, they will have a special, free ''Search'' action available when in a storage room, with a 75% chance of success (i.e. finding an item that was not there before). Failure will increase those chances, to 93% the following day(drop back to 75% if you use another action).&lt;br /&gt;
&lt;br /&gt;
'''Recommendation:''' as there is a chance to find Fuel Capsule the best place to use free Search is Rear Alpha Storage or Rear Bravo Storage. Or fill your free slots with something before using this action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:metalsearch.png|thumb|right|Terrence just found some metal in Rear Alpha Storage.]]&lt;br /&gt;
&lt;br /&gt;
== General effects ==&lt;br /&gt;
* '''New action:''' {{Action Details|indent|&lt;br /&gt;
|Name =&lt;br /&gt;
Search&lt;br /&gt;
&lt;br /&gt;
|Privacy =&lt;br /&gt;
Public&lt;br /&gt;
|Target =&lt;br /&gt;
Storage Room&lt;br /&gt;
|Effect =&lt;br /&gt;
''Allows you to search the stockrooms for scrap, or other '''really''' useful things.''&lt;br /&gt;
***Available once a day.&lt;br /&gt;
***Does not reveal regular hidden items.&lt;br /&gt;
|Room Log =&lt;br /&gt;
}}&lt;br /&gt;
{{Warn|This action can hurt by 2{{HP}} (even if you have no free slots in hands) }} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Human Skill]] [[Category:Terrence Skill]]&lt;br /&gt;
{{Skills Navbox}}&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Metalworker</id>
		<title>Metalworker</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Metalworker"/>
				<updated>2016-12-13T23:16:47Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#vardefine:Title|&lt;br /&gt;
Metalworker&lt;br /&gt;
}}{{#vardefine:Description|&lt;br /&gt;
It seems pretty clear that you're a really productive person.&lt;br /&gt;
}}{{#vardefine:Effect|&lt;br /&gt;
* '''Daily''' if you find yourself in a '''Warehouse''', you have a chance of finding scraps or better for 0 {{AP}}.&lt;br /&gt;
}}{{#vardefine:Characters|&lt;br /&gt;
{{Character Level|Terrence|6}}&lt;br /&gt;
}}{{#vardefine:Mush Status|&lt;br /&gt;
Kept&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Skill Tooltip|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
A '''Metalworker''' gets a chance of finding a random useful item once per day. Often {{item|Scrap Metal}} as the name implies, but sometimes other things like a {{item|Ration}}, {{item|Plastic Scraps}} or {{item|Fuel Capsule}} {{todo|Oxygen?}}. Consequently, this skill yields greater rewards the longer the voyage goes on.&lt;br /&gt;
&lt;br /&gt;
Specifically, they will have a special, free ''Search'' action available when in a storage room, with a 75% chance of success (i.e. finding an item that was not there before). Failure will increase those chances, to 93% the following day(drop back to 75% if you use another action).&lt;br /&gt;
&lt;br /&gt;
'''Recommendation:''' as there is a chance to find Fuel Capsule the best place to use free Search is Rear Alpha Storage or Rear Bravo Storage. Or fill your free slots with something before using this action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:metalsearch.png|thumb|right|Terrence just found some metal in Rear Alpha Storage.]]&lt;br /&gt;
&lt;br /&gt;
== General effects ==&lt;br /&gt;
* '''New action:''' {{Action Details|indent|&lt;br /&gt;
|Name =&lt;br /&gt;
Search&lt;br /&gt;
&lt;br /&gt;
|Privacy =&lt;br /&gt;
Public&lt;br /&gt;
|Target =&lt;br /&gt;
Storage Room&lt;br /&gt;
|Effect =&lt;br /&gt;
''Allows you to search the stockrooms for scrap, or other '''really''' useful things.''&lt;br /&gt;
***Available once a day.&lt;br /&gt;
***Does not reveal regular hidden items.&lt;br /&gt;
|Room Log =&lt;br /&gt;
}}&lt;br /&gt;
{{Warn|This action can hurt by 2{{HP}} }} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Human Skill]] [[Category:Terrence Skill]]&lt;br /&gt;
{{Skills Navbox}}&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Talk:Ship_Equipment</id>
		<title>Talk:Ship Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Talk:Ship_Equipment"/>
				<updated>2015-09-26T00:06:29Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I Think this is one of the more important pages (At least Twinpedia's page is where I figured out where the oxygen tanks were located.)  I like how Twinpedia has everything laid out, but I think a second listing at the top of page with all the items listed alphabetically as well... is that possible with wikipedia formatting?  Also, I think it would be neat to do a clickable map of Dandelous to navigate to different &amp;quot;rooms&amp;quot; for the equipment.&lt;br /&gt;
&lt;br /&gt;
What do you think?  Should I stop asking and just put something up, or is something in the works already?&lt;br /&gt;
&lt;br /&gt;
[[User:Delzoup|Delzoup]] ([[User talk:Delzoup|talk]])&lt;br /&gt;
&lt;br /&gt;
:There's no tag on it so I'd say go for it, but put a tag on it so others know. A map would be amazing, if you know/can figure out how to make that happen via formatting. If you can figure out how to get it started I'd be happy to help fill it in later. [[User:Rain|Rain]] ([[User talk:Rain|talk]]) 11:04, 9 December 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
I've started with a basic lay out of where stuff will go - Next I'll add in tables that describe equipment.  If we have a map of the ship uploaded, I can make a clickable map, or I can make one/ask someone who's made one for permission when I get to that step.  I put the stuff names in from twinpedia/my memory, so if I got it wrong feel free to fix it, or I'll edit it as I wander around my ship.&lt;br /&gt;
&lt;br /&gt;
[[User:Delzoup|Delzoup]] ([[User talk:Delzoup|talk]]) 14:03, 12 December 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
I have the basic lay out of where info will go - still working on details.  In particular, I need to add hotlinks to the Engine equipment in the listed by name because i'm pretty sure I got some of the equipment named wrong.  I also did not add the special equipment like cameras or drones, nor any spaceships.   I see we have a map - I'll start working on a clickable map for next structure update. [[User:Delzoup|Delzoup]] ([[User talk:Delzoup|talk]])&lt;br /&gt;
&lt;br /&gt;
I assume by Tabulator you mean Tabulatrix (the thing Eleesha can print the list from)? That's an item (shows up in shelf). If you're going to list items, you might want to mention sofas, microwave, etc., but I think they should go on the [[Inventory]] page. Are you currently editing or can I correct some equipment names and add descriptions of things I examine in my current ship? &amp;amp;mdash;[[user talk:cimanyd|Cimanyd]] 15:10, 13 December 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
We can do either - we can either take it out, or mention other quasi-equipment with a redirect to the objects page.  I'd perfer the latter, so that if someone thought it was equipment, that they can be redirected to objects.  I'm done for now.  Please, correct &amp;amp; Thank you!21:40, 13 December 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
== Single Equipment pages ==&lt;br /&gt;
&lt;br /&gt;
As you can notice by the flood in the Recent changes, I have a project of creating single pages for each equipment of this ship. '''Help to create these pages would be much appreciated''' :). The system of templates is up and running, it should be stable (with exceptions for the look&amp;amp;feel which might be improved, and for new options to deal with specific equipment I haven't foreseen)...  so don't be afraid to use it!&lt;br /&gt;
&lt;br /&gt;
How to do it:&lt;br /&gt;
* Create the page with the precise name of the equipment (say, &amp;quot;Astroterminal&amp;quot;)&lt;br /&gt;
* Take the page of another equipment with similar properties (can be &amp;quot;Research Lab&amp;quot;, &amp;quot;Shower&amp;quot;,...), copy-paste the source.&lt;br /&gt;
* Edit the differences, first by using the data in this page, then the game/your memory (many equipment-related actions are not detailed in the wiki....). You can put &amp;quot;?&amp;quot; for unknown green jelly/sabotage chance. &lt;br /&gt;
**You can check [[Template:Equipment Attributes]] and [[Template:Action Details]] for a list of all possible options. Don't hesitate to ask for new ones (or edit yourself) if you think something is missing.&lt;br /&gt;
* Once the page is complete, insert the link in this page:&lt;br /&gt;
** Insert a row &amp;lt;nowiki&amp;gt;{{Equipment Link|Astroterminal}}&amp;lt;/nowiki&amp;gt; before the &amp;lt;nowiki&amp;gt;|-&amp;lt;/nowiki&amp;gt; corresponding to the current description of this equipment&lt;br /&gt;
** Look at the Preview, to check that both rows are almost similar&lt;br /&gt;
** Remove the old one and publish!&lt;br /&gt;
* Enjoy the happiness of having completed an important page of the wiki from scratch... and start again ;)&lt;br /&gt;
Thanks!! [[User:Edfel|Edfel]] ([[User talk:Edfel|talk]]) 13:06, 6 July 2014 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tabulatrix isn't listed and described..&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Mycoscan</id>
		<title>Mycoscan</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Mycoscan"/>
				<updated>2015-09-13T14:29:16Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Equipment Attributes|Mycoscan|&lt;br /&gt;
Icon =&lt;br /&gt;
Mycoscan installed.jpg&lt;br /&gt;
| Summary =&lt;br /&gt;
Built from a [[Research|research]] project. For 0 AP you can check to see if you have any spores. The results are private.&lt;br /&gt;
{{Note|Does NOT show spores on Shroedinger, even if you pick him}}&lt;br /&gt;
| In-game Examine Text =&lt;br /&gt;
Allows traces of Mush spores to be detected in living organisms.  Prototype Mush detector, originally designed by Eleesha then perfected during the Magellan project.&lt;br /&gt;
| Location =&lt;br /&gt;
Laboratory&lt;br /&gt;
|Unlock=&lt;br /&gt;
{{Research|Mycoscan}}&lt;br /&gt;
| Enables Action =&lt;br /&gt;
yes&lt;br /&gt;
| Can Break = &lt;br /&gt;
yes&lt;br /&gt;
| Can Be Dismantled =&lt;br /&gt;
no&lt;br /&gt;
| Can Be Sabotaged =&lt;br /&gt;
yes&lt;br /&gt;
| Slime Target =&lt;br /&gt;
?&lt;br /&gt;
| Sabotage Chance=&lt;br /&gt;
?&lt;br /&gt;
| Repair Chance = &lt;br /&gt;
12&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Equipment Tooltip}}The '''{{PAGENAME}}''' is an [[equipment]] located in the {{#var: {{PAGENAME}} Location}}. {{Equipment Summary}}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
{{Action Details|&lt;br /&gt;
|Name = Check Infection&lt;br /&gt;
|Privacy = private&lt;br /&gt;
|Effect = Shows the number of [[Spore|spores]] attached to you&lt;br /&gt;
| Room Log= You start seeking traces of Mush... Pre-fungal level [zero/1/2/...]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Mage_Book</id>
		<title>Mage Book</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Mage_Book"/>
				<updated>2015-03-10T18:20:02Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Item Attributes|Mage Book|&lt;br /&gt;
Icon = Book.jpg&lt;br /&gt;
| Summary = Mage Books allow a player to learn an additional skill, even one outside of an individual characters limitations. Each character can only learn 1 mage-book skill per game and doing so adds it as a special, additional skill to the right of their portrait, this can be used to replace skillsets lost due to Mush/Death. &lt;br /&gt;
| In-game Flavor = Books. A practical, if antiquated invention. Maybe you'll find the solutions to your life's problems within. In any case, reading won't do you any harm.&lt;br /&gt;
| In-game Examine Text = &lt;br /&gt;
| Origin 1 = Found in '''[[Storage]]'''&lt;br /&gt;
| Origin Amount 1 = 1&lt;br /&gt;
| Origin 2 = Decoding the '''[[Communications|Xyloph DB]]'''&lt;br /&gt;
| Origin Amount 2 = 3&lt;br /&gt;
| Is Destroyed in Fire = yes &lt;br /&gt;
| Is Consumable = yes&lt;br /&gt;
| Can be Read = yes&lt;br /&gt;
| Reading Text = Mage books are the perfect example of neuro-cryptic literature. They allow knowledge to be instilled in any spirit, regardless of how unencumbered by intellectual baggage it may be. Unfortunately, their high degree of entropy causes them to be immediately destroyed after the knowledge is implanted.&lt;br /&gt;
| Consumable Effects = Learn a new '''[[Skills#Mage_Books|skill]]'''&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Item Tooltip}}&lt;br /&gt;
&lt;br /&gt;
The '''Mage Book''' is a consumable item which grants the user a [[Skill]] beyond their maximum number of Skill slots, lasting until the end of the game. &lt;br /&gt;
{{Warn|Each [[character]] is limited to the use of only one ''Mage Book'' per game.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learning a new skill costs 2 {{AP}}, displays the following room logs:&lt;br /&gt;
&lt;br /&gt;
*  {{Notification|Private}}: ''You have learned a new skill: ['''Skill name'''] ! Make good use of it!''&lt;br /&gt;
*  {{Notification|Public}}: ''['''Character'''] starts reading enthusiastically...''&lt;br /&gt;
&lt;br /&gt;
{{info|Since Mage Books are single-use, rare items, they are '''''particularly precious''''' and should not be used lightly. It is advisable to discuss with the rest of the crew before reading a Mage Book.}}&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with '''Manuals''', which are not single-use and are free to read, and which only provide tips about certain tasks.&lt;br /&gt;
== List of Mage Book skills ==&lt;br /&gt;
A single ''Mage Book'' may teach one of the following skills:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable padded-table&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | List of ''Mage Book'' [[skills]]&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Astrophysicist}}&lt;br /&gt;
| {{Skill|Biologist}}&lt;br /&gt;
| {{Skill|Botanist}}&lt;br /&gt;
| {{Skill|Chef}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Diplomat}}&lt;br /&gt;
| {{Skill|Firefighter}}&lt;br /&gt;
| {{Skill|IT Expert}}&lt;br /&gt;
| {{Skill|Logistics Expert}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Medic}}&lt;br /&gt;
| {{Skill|Pilot}}&lt;br /&gt;
| {{Skill|Radio Expert}}&lt;br /&gt;
| {{Skill|Robotics Expert}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Shooter}}&lt;br /&gt;
| {{Skill|Shrink}}&lt;br /&gt;
| {{Skill|Sprinter}}&lt;br /&gt;
| {{Skill|Technician}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example ==&lt;br /&gt;
A Level 3 {{Character|Chun}}, which has used a mage-book to learn {{skill|Biologist}}, displayed below their third skill (Gold Mode)&lt;br /&gt;
&lt;br /&gt;
[[File:Magebook.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Item Attribute List}}&lt;br /&gt;
{{Item Categories}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills Navbox}}&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Mage_Book</id>
		<title>Mage Book</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Mage_Book"/>
				<updated>2015-03-10T18:18:05Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Item Attributes|Mage Book|&lt;br /&gt;
Icon = Book.jpg&lt;br /&gt;
| Summary = Mage Books allow a player to learn an additional skill, even one outside of an individual characters limitations. Each character can only learn 1 mage-book skill per game and doing so adds it as a special, additional skill to the right of their portrait, this can be used to replace skillsets lost due to Mush/Death. &lt;br /&gt;
| In-game Flavor = Books. A practical, if antiquated invention. Maybe you'll find the solutions to your life's problems within. In any case, reading won't do you any harm.&lt;br /&gt;
| In-game Examine Text = &lt;br /&gt;
| Origin 1 = Found in '''[[Storage]]'''&lt;br /&gt;
| Origin Amount 1 = 1&lt;br /&gt;
| Origin 2 = Decoding the '''[[Communications|Xyloph DB]]'''&lt;br /&gt;
| Origin Amount 2 = 3&lt;br /&gt;
| Is Destroyed in Fire = yes &lt;br /&gt;
| Is Consumable = yes&lt;br /&gt;
| Can be Read = yes&lt;br /&gt;
| Reading Text = Mage books are the perfect example of neuro-cryptic literature. They allow knowledge to be instilled in any spirit, regardless of how unencumbered by intellectual baggage it may be. Unfortunately, their high degree of entropy causes them to be immediately destroyed after the knowledge is implanted.&lt;br /&gt;
| Consumable Effects = Learn a new '''[[Skills#Mage_Books|skill]]'''&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Item Tooltip}}&lt;br /&gt;
&lt;br /&gt;
The '''Mage Book''' is a consumable item which grants the user a [[Skill]] beyond their maximum number of Skill slots, lasting until the end of the game. &lt;br /&gt;
{{Warn|Each [[character]] is limited to the use of only one ''Mage Book'' per game.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learning a new skill displays the following room logs:&lt;br /&gt;
&lt;br /&gt;
*  {{Notification|Private}}: ''You have learned a new skill: ['''Skill name'''] ! Make good use of it!''&lt;br /&gt;
*  {{Notification|Public}}: ''['''Character'''] starts reading enthusiastically...''&lt;br /&gt;
&lt;br /&gt;
{{info|Since Mage Books are single-use, rare items, they are '''''particularly precious''''' and should not be used lightly. It is advisable to discuss with the rest of the crew before reading a Mage Book.}}&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with '''Manuals''', which are not single-use and are free to read, and which only provide tips about certain tasks.&lt;br /&gt;
== List of Mage Book skills ==&lt;br /&gt;
A single ''Mage Book'' may teach one of the following skills:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable padded-table&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | List of ''Mage Book'' [[skills]]&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Astrophysicist}}&lt;br /&gt;
| {{Skill|Biologist}}&lt;br /&gt;
| {{Skill|Botanist}}&lt;br /&gt;
| {{Skill|Chef}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Diplomat}}&lt;br /&gt;
| {{Skill|Firefighter}}&lt;br /&gt;
| {{Skill|IT Expert}}&lt;br /&gt;
| {{Skill|Logistics Expert}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Medic}}&lt;br /&gt;
| {{Skill|Pilot}}&lt;br /&gt;
| {{Skill|Radio Expert}}&lt;br /&gt;
| {{Skill|Robotics Expert}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Skill|Shooter}}&lt;br /&gt;
| {{Skill|Shrink}}&lt;br /&gt;
| {{Skill|Sprinter}}&lt;br /&gt;
| {{Skill|Technician}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example ==&lt;br /&gt;
A Level 3 {{Character|Chun}}, which has used a mage-book to learn {{skill|Biologist}}, displayed below their third skill (Gold Mode)&lt;br /&gt;
&lt;br /&gt;
[[File:Magebook.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Item Attribute List}}&lt;br /&gt;
{{Item Categories}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills Navbox}}&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/NERON_Projects</id>
		<title>NERON Projects</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/NERON_Projects"/>
				<updated>2015-03-06T17:46:48Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 31 NERON projects which will appear as options for completion at the {{equipment|NERON's Core}} in the {{room|Nexus}}. Each project will appear exactly once. You're given an option of three to choose from, and once you complete one, the list refreshes with new projects, meaning the other two are lost as options for your current ship.&lt;br /&gt;
&lt;br /&gt;
NERON projects can also be completed by the {{title|comms officer}} at the {{equipment|Comms Center}} by doing NERON upgrades. For each NERON version upgrade, a random project which has not yet been available and is not currently available in the Nexus will be completed. The comms officer can do as many of these as they like, given that their pool of projects isn't exhausted, although there are diminishing returns on {{AP}} investment after the first few.&lt;br /&gt;
&lt;br /&gt;
Finally, your {{title|comms officer}} may sometimes buy NERON projects to [[trading|trade ships]], in exchange for another project or an inactive crewmate. Again, the project obtained is random among those that have never been completed or seen in the Nexus. &lt;br /&gt;
&lt;br /&gt;
Once all projects have either been an option in the Nexus or been completed via comms, no more NERON projects are possible.&lt;br /&gt;
&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
&lt;br /&gt;
The effectiveness of each person's advancement to a project is determined by the number of relevant skills the person possesses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Description&lt;br /&gt;
! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[image:0.png]] || No relevant skill || Base efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[image:1.png]] || 1 relevant skill || Base efficiency + 4-6%&lt;br /&gt;
|-&lt;br /&gt;
| [[image:2.png]] || 2 relevant skills || Base efficency + 8-12%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, changing the BIOS setting {{BIOS|CPU Priority|short}} in the Nexus to '''Project''' will have the following effect on the efficiencies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base efficiency&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Added efficiency&lt;br /&gt;
|-&lt;br /&gt;
| 1-1% || +1-2%&lt;br /&gt;
|-&lt;br /&gt;
| 3-4% || +1-2%&lt;br /&gt;
|-&lt;br /&gt;
| 6-9% || +1-1%&lt;br /&gt;
|-&lt;br /&gt;
| 12-18% || +1-1%&lt;br /&gt;
|-&lt;br /&gt;
| 18-27% || +1-1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Since only 1 project in each batch of 3 can be completed, '''always discuss the choice with your crewmates''' before starting up one project. &lt;br /&gt;
* [[Relaying]] is necessary to make the best use of the {{ap}} you're investing.&lt;br /&gt;
* The Nexus is an ideal place for Mush to [[Infect]] people and [[Trapper|Trap]] the room. Be careful when you go there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of NERON Projects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Effectiveness&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Details&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id=&amp;quot;Anomaly Detector&amp;quot;&amp;gt;[[image:Equipment sensor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Anomaly Detector&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| Nothing beats a little NERON defragmentation. Filled with happiness it is more than content to pass a little extra info along to your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Equipment that has been interfered with is reported on your PDA'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Shows broken equipment on your mini-map.&lt;br /&gt;
{{bug|seems to no be inconsistent with highlighting and sometimes doesn't show equipment highlighted once it's been reported but not fixed yet}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id=&amp;quot;Anti-gravity Thrusters&amp;quot;&amp;gt;[[image:Icarus_antigrav_propeller.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Anti-gravity Thrusters&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| Thanks to these anti-gravity thrusters, taking off and landing in the Icarus become child's play. Entering the atmosphere becomes easier than falling off a log. In short, the Icarus, is a hell of a machine to go flying in!&lt;br /&gt;
* Increases chances of landing on a planet successfully. Only relevant if non-pilots are flying.&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Armored Corridors&amp;quot;&amp;gt;[[image:Armour_corridor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Armored Corridors&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|3|4}}&lt;br /&gt;
| Eureka! In Magellan, the fibre optic cables which line the corridors can easily be compressed in order to add extra cabling. By adding even more cables, you can build a kind of pseudo-armor!&lt;br /&gt;
* Attacks upon the Daedalus are reduced by one point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Automatic Sprinklers&amp;quot;&amp;gt;[[image:Auto_watering.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Automatic Sprinklers&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Firefighter}}&lt;br /&gt;
| {{Efficiencies|3|4}}&lt;br /&gt;
| After several hours of negotiation with NERON, you can convince it to also use the anti-cigarette device for fires.&lt;br /&gt;
* Each fire has a 25% chance to be auto extinguished each cycle changeover, including the one during which it appears.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Auxiliary Terminal&amp;quot;&amp;gt;[[image:Auxiliary_terminal.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Auxiliary Terminal&amp;lt;br&amp;gt;{{Skill|IT Expert}}&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| It would be practical to be able to get here without having to walk so far... by re-routing the 100V electric razor socket, you make an SCSS bridge to NERON.&lt;br /&gt;
* Creates NERON terminals in the medlab and the engine room.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Bay Door XXL&amp;quot;&amp;gt;[[image:Bay_door_xxl.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Bay Door XXL&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| After running the numbers, federation engineers released a superb report on the correlation between the ease of takeoff and the size of the bay doors. Astonishing.&lt;br /&gt;
* Reduced the risk of accidents when non-pilots are flying ships.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Blaster Gun&amp;quot;&amp;gt;[[image:Patrolship_blaster_gun.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Blaster Gun&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Shooter}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| A 40mm cannon is good. A Blaster at 80mm is better.&lt;br /&gt;
* Increases the firepower of all patrol ships by one point&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Convenient Sink&amp;quot;&amp;gt;[[image:Icarus_lavatory.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Convenient Sink&amp;lt;br&amp;gt;{{Skill|Biologist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| What a magnificent stainless steel sink! You now have no excuse for not washing your hands between missions.&lt;br /&gt;
* Reduces the mission hygiene penalty by one point&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;CPU Overclocking&amp;quot;&amp;gt;[[image:Chipset_acceleration.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| CPU Overclocking&amp;lt;br&amp;gt;{{Skill|Astrophysicist}}&amp;lt;br&amp;gt;{{Skill|IT Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| NERON is a little bit OCD when it comes to scalability optimization, but this time its done a half-assed job, you simply unhook the bool Array DB from the bit Arrays. What a halfwit you are NERON...&lt;br /&gt;
* Searching for a planet costs 1 AP less.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Defective Piston Sensors&amp;quot;&amp;gt;[[image:Door_sensor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Defective Piston Sensors&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| By analyzing the smoke coming from defective pistons in the automatic doors, NERON can now determine precisely which doors are affrected&amp;lt;!--in-game typo--&amp;gt; and relay the information to your PDA.&lt;br /&gt;
* Broken doors are shown on {{Item|Trackers}}.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Dismantler&amp;quot;&amp;gt;[[image:Dismantling.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Dismantler&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| By dismantling all of Raluca's failed PILGRED experiments, you are able to recover a stack of used metal which can then be used to patch up the hull or repair patrol ships!&lt;br /&gt;
* Generates 5 {{Item|Scrap Metal}} in the engine room.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Extra Drone&amp;quot;&amp;gt;[[image:Extra_drone.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Extra Drone&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Going through an old archive and examining data on Terrence's drones, it appears that it should be possible to ask NERON to build us another one.&lt;br /&gt;
* Adds a {{Item|Support Drone}} in the Nexus.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Extra Hydropots&amp;quot;&amp;gt;[[image:Extra_hydroponpots.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Extra Hydropots&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Botanist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Neron&amp;lt;!--not &amp;quot;NERON&amp;quot; as usual, this is in game--&amp;gt; found the hydroponic plant pot plans; Retrieving materials from the incubator should make it possible to create three additional pots.&lt;br /&gt;
* Adds 3 {{Item|HydroPot}}, which appear in the Hydroponic Garden.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Fire Detector&amp;quot;&amp;gt;[[image:fire_sensor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Fire Detector&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Firefighter}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| After spending several hours convincing NERON that fire could be detrimental to its own well-being, it gave in and allocates&amp;lt;!-- in-game typo? --&amp;gt; more CPU power to the task... it still seems pretty annoyed though.&lt;br /&gt;
* Fires are reported on your PDA&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Fission Coffee Roaster&amp;quot;&amp;gt;[[image:Fission_coffee_roaster.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Fission Coffee Roaster&amp;lt;br&amp;gt;{{Skill|Caffeine Junkie}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Yeehaa!! By plugging in a basic portable particle accelerator to the exhaust of the roaster pump, it is now possible to obtain a coffee in less than 12h!!&lt;br /&gt;
* The {{Item|Coffee}} machine also regenerates Cycle 4 (French wiki lists this as bugged - confirm?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;General Patching Up&amp;quot;&amp;gt;[[image:Bric_broc.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| General Patching Up&amp;lt;br&amp;gt;{{Skill|Designer}}&amp;lt;br&amp;gt;{{Skill|Creative}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Did someone think to SCREW the steel plating back down?&lt;br /&gt;
* Each cycle, the Daedalus has a 15% chance of not falling apart. Prevents fires, metal plates, electrical overloads, shocks and spontaneous failures. Announced by NERON when activated.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Heat Lamps&amp;quot;&amp;gt;[[image:Heat_lamp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Heat Lamps&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Botanist}}&lt;br /&gt;
| {{Efficiencies|3|4}} &lt;br /&gt;
| Equipped with &amp;quot;spring softness&amp;quot; lightbulbs, these lamps work miracles on extraterrestrial plants. They perfectly immitate&amp;lt;!--in-game typo--&amp;gt; the rays from our good old Sun.&lt;br /&gt;
* Plants in the garden have a 50% chance to generate an additional fruit each day.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Hydroponic Incubator&amp;quot;&amp;gt;[[image:Hydroponic_incubator.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Hydroponic Incubator&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Botanist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| This piece of equipment, which was specially designed for seedlings and young hybrids, is able to saturate a plant's environment with nitrogen in order to accelerate their development without harming the adult plants.&lt;br /&gt;
* Young plants mature twice as fast in the garden.&lt;br /&gt;
(Actual in-game text is misleading: ''In the garden, young shoots cross breed twice as quickly.'')&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Large Bay Upgrade&amp;quot;&amp;gt;[[image:Icarus_larger_bay.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Large Bay Upgrade&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| By getting rid of the backup motor which still remains to be proven useful, we can squeeze in another 2 seats.&lt;br /&gt;
* The Icarus can carry two more people, bringing the maximum to 6.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Launch Propulsion System&amp;quot;&amp;gt;[[image:Patrol_ship_launcher.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Launch Propulsion System&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| While finalizing the implementation of new door servos, NERON realized what it had under the hood! That speeded things up no end...&lt;br /&gt;
* Launching patrol ships and the Pasiphae costs 1 AP less.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Magnetic Net&amp;quot;&amp;gt;[[image:Magnetic_net.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Magnetic Net&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| One of the great assets of the Magellan was that the stellar ark could mobilize its own flotilla. You debug the last packets of code from the Magnet automatic pilot program. That'll do the trick.&lt;br /&gt;
* When the Daedalus moves, patrol ships are automatically brought into their respective Bays, as well as the Pasiphae.&lt;br /&gt;
* {{note|This only works if there is a pilot, so if a Mush takes a ship and ejects (or killed by asfixia) then it will never return.}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Magnetic Return&amp;quot;&amp;gt;[[image:Auto_return_icarus.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Magnetic Return&amp;lt;br&amp;gt;{{Skill|IT Expert}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| Using NERON's source code, you realize that you can give the Icarus a kind of pseudo-awareness. You decide to get rid of the pseudo-cognitive code and the emotion engine but keep the survival kernel. Now if the mission is a failure, the Icarus returns automatically.&lt;br /&gt;
* The Icarus automatically returns to the Daedalus in the event of mission failure.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;NERON Participation&amp;quot;&amp;gt;[[image:Neron_project_thread.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| NERON Participation&amp;lt;br&amp;gt;{{Skill|IT Expert}}&amp;lt;br&amp;gt;{{Skill|Shrink}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| After a good telling off, NERON often becomes more productive, especially when it comes to working on itself. &lt;br /&gt;
&lt;br /&gt;
You install an alarm clock which insults its active memory automatically every hour.&lt;br /&gt;
* If a project is above 0%, it is automatically progressed 5% each cycle.&lt;br /&gt;
* {{note|Does not reset player participation}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Oxygenated Ducts&amp;quot;&amp;gt;[[image:Oxy_more.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Oxygenated Ducts&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Biologist}}&lt;br /&gt;
| {{Efficiencies|6|9}} &lt;br /&gt;
| Algae growing in the air-conditioning ducts. Maybe we could encourage rampant growth of banana trees?&lt;br /&gt;
* Each cycle, the Daedalus has a 20% chance not to lose oxygen. Announced by NERON.&amp;lt;!--how do broken oxygen tanks affect this? does it not lose oxygen at all or is it just reduced by 1?--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Plasma Shield&amp;quot;&amp;gt;[[image:Plasma_shield.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Plasma Shield]]&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|1|1}}&lt;br /&gt;
| You never had the time to complete it, but this damned plasma shield would have been really handy. By downloading a new core and restarting the particle tabulatrix driver, it should work just fine.&lt;br /&gt;
* The hull of the Daedalus is now protected by a self-regenerating shield. Must be turned on after being built at the BIOS terminal. Starts at 50 and regenerates 5 per cycle (max 100). Plasma shield takes damage first before [[Daedalus]] {{armor}} except in a few cases. For example taking-off and landing accidents by non-pilots, several things may occur including the damage of the [[Daedalus]]. The {{armor}} always take damage if it happens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Pneumatic Distributor&amp;quot;&amp;gt;[[image:Food_retailer.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Pneumatic Distributor&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&amp;lt;br&amp;gt;{{Skill|Chef}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Wow... You never really thought of it, but this tubing system has inspired you. In certain prehistoric societies, they used induced air tubes to send messages... However, these could just as easilt&amp;lt;!--in-game typo--&amp;gt; be used to transport food! You convert the guttering into a pneumatic tube. (What would be the point of having guttering in space... )&lt;br /&gt;
* Food produced in the garden is sent directly to the refectory via a pneumatic tube.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Quantum Sensors&amp;quot;&amp;gt;[[image:Quantum_sensors.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Quantum Sensors&amp;lt;br&amp;gt;{{Skill|Astrophysicist}}&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| The InfraSensors also have a dark matter probability detector and recorder which should noticeably increase their utility.&lt;br /&gt;
*The planet scanner reveals an additional section every time it is used.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Rerouted Charges&amp;quot;&amp;gt;[[image:Turret_extra_firerate.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rerouted Charges&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| By reversing the polarity of the Tesla turret modulator, it is possible to double their firing rate!&lt;br /&gt;
* Turrets recharge twice as fast.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Spatial Wave Radar&amp;quot;&amp;gt;[[image:Radar_trans_void.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Spatial Wave Radar&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|12|18}} &lt;br /&gt;
| What wouldn't you give to please the Comm... By increasing the CPU priority of the harbinger thread, you make life a lot easier...&lt;br /&gt;
* The stellar antenna now doubles your progress. (Confirm this = Difficulty of establishing comms link is halved?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Teslatron Reservoir&amp;quot;&amp;gt;[[image:Patrolship_extra_ammo.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Teslatron Reservoir&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| By adding a piston-based compression system, the storage capacity of the Teslatron reservoirs on the patrol ships can be doubled.&lt;br /&gt;
* Patrol ships have an additional 6 charges.&lt;br /&gt;
* In case this project gets finished while you are in a Patrol Ship, the ship gets recharged to 16 right away&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Trail Minimizer&amp;quot;&amp;gt;[[image:Trail_reducer.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trail Minimizer&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| We can't cloak the Daedalus but by adding a flame shield on the lateral jets, we can make it more difficult to follow.&lt;br /&gt;
* The number of attackers who pursue the Daedalus when it moves is reduced by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Kuan Ti]] [[Category:Janice]]&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/NERON_Projects</id>
		<title>NERON Projects</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/NERON_Projects"/>
				<updated>2015-03-06T17:43:57Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 31 NERON projects which will appear as options for completion at the {{equipment|NERON's Core}} in the {{room|Nexus}}. Each project will appear exactly once. You're given an option of three to choose from, and once you complete one, the list refreshes with new projects, meaning the other two are lost as options for your current ship.&lt;br /&gt;
&lt;br /&gt;
NERON projects can also be completed by the {{title|comms officer}} at the {{equipment|Comms Center}} by doing NERON upgrades. For each NERON version upgrade, a random project which has not yet been available and is not currently available in the Nexus will be completed. The comms officer can do as many of these as they like, given that their pool of projects isn't exhausted, although there are diminishing returns on {{AP}} investment after the first few.&lt;br /&gt;
&lt;br /&gt;
Finally, your {{title|comms officer}} may sometimes buy NERON projects to [[trading|trade ships]], in exchange for another project or an inactive crewmate. Again, the project obtained is random among those that have never been completed or seen in the Nexus. &lt;br /&gt;
&lt;br /&gt;
Once all projects have either been an option in the Nexus or been completed via comms, no more NERON projects are possible.&lt;br /&gt;
&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
&lt;br /&gt;
The effectiveness of each person's advancement to a project is determined by the number of relevant skills the person possesses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Description&lt;br /&gt;
! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[image:0.png]] || No relevant skill || Base efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[image:1.png]] || 1 relevant skill || Base efficiency + 4-6%&lt;br /&gt;
|-&lt;br /&gt;
| [[image:2.png]] || 2 relevant skills || Base efficency + 8-12%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, changing the BIOS setting {{BIOS|CPU Priority|short}} in the Nexus to '''Project''' will have the following effect on the efficiencies:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Base efficiency&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Added efficiency&lt;br /&gt;
|-&lt;br /&gt;
| 1-1% || +1-2%&lt;br /&gt;
|-&lt;br /&gt;
| 3-4% || +1-2%&lt;br /&gt;
|-&lt;br /&gt;
| 6-9% || +1-1%&lt;br /&gt;
|-&lt;br /&gt;
| 12-18% || +1-1%&lt;br /&gt;
|-&lt;br /&gt;
| 18-27% || +1-1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Since only 1 project in each batch of 3 can be completed, '''always discuss the choice with your crewmates''' before starting up one project. &lt;br /&gt;
* [[Relaying]] is necessary to make the best use of the {{ap}} you're investing.&lt;br /&gt;
* The Nexus is an ideal place for Mush to [[Infect]] people and [[Trapper|Trap]] the room. Be careful when you go there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of NERON Projects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Effectiveness&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Details&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id=&amp;quot;Anomaly Detector&amp;quot;&amp;gt;[[image:Equipment sensor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Anomaly Detector&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| Nothing beats a little NERON defragmentation. Filled with happiness it is more than content to pass a little extra info along to your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Equipment that has been interfered with is reported on your PDA'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Shows broken equipment on your mini-map.&lt;br /&gt;
{{bug|seems to no be inconsistent with highlighting and sometimes doesn't show equipment highlighted once it's been reported but not fixed yet}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id=&amp;quot;Anti-gravity Thrusters&amp;quot;&amp;gt;[[image:Icarus_antigrav_propeller.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Anti-gravity Thrusters&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| Thanks to these anti-gravity thrusters, taking off and landing in the Icarus become child's play. Entering the atmosphere becomes easier than falling off a log. In short, the Icarus, is a hell of a machine to go flying in!&lt;br /&gt;
* Increases chances of landing on a planet successfully. Only relevant if non-pilots are flying.&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Armored Corridors&amp;quot;&amp;gt;[[image:Armour_corridor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Armored Corridors&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|3|4}}&lt;br /&gt;
| Eureka! In Magellan, the fibre optic cables which line the corridors can easily be compressed in order to add extra cabling. By adding even more cables, you can build a kind of pseudo-armor!&lt;br /&gt;
* Attacks upon the Daedalus are reduced by one point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Automatic Sprinklers&amp;quot;&amp;gt;[[image:Auto_watering.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Automatic Sprinklers&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Firefighter}}&lt;br /&gt;
| {{Efficiencies|3|4}}&lt;br /&gt;
| After several hours of negotiation with NERON, you can convince it to also use the anti-cigarette device for fires.&lt;br /&gt;
* Each fire has a 25% chance to be auto extinguished each cycle changeover, including the one during which it appears.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Auxiliary Terminal&amp;quot;&amp;gt;[[image:Auxiliary_terminal.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Auxiliary Terminal&amp;lt;br&amp;gt;{{Skill|IT Expert}}&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| It would be practical to be able to get here without having to walk so far... by re-routing the 100V electric razor socket, you make an SCSS bridge to NERON.&lt;br /&gt;
* Creates NERON terminals in the medlab and the engine room.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Bay Door XXL&amp;quot;&amp;gt;[[image:Bay_door_xxl.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Bay Door XXL&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| After running the numbers, federation engineers released a superb report on the correlation between the ease of takeoff and the size of the bay doors. Astonishing.&lt;br /&gt;
* Reduced the risk of accidents when non-pilots are flying ships.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Blaster Gun&amp;quot;&amp;gt;[[image:Patrolship_blaster_gun.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Blaster Gun&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Shooter}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| A 40mm cannon is good. A Blaster at 80mm is better.&lt;br /&gt;
* Increases the firepower of all patrol ships by one point&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Convenient Sink&amp;quot;&amp;gt;[[image:Icarus_lavatory.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Convenient Sink&amp;lt;br&amp;gt;{{Skill|Biologist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| What a magnificent stainless steel sink! You now have no excuse for not washing your hands between missions.&lt;br /&gt;
* Reduces the mission hygiene penalty by one point&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;CPU Overclocking&amp;quot;&amp;gt;[[image:Chipset_acceleration.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| CPU Overclocking&amp;lt;br&amp;gt;{{Skill|Astrophysicist}}&amp;lt;br&amp;gt;{{Skill|IT Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| NERON is a little bit OCD when it comes to scalability optimization, but this time its done a half-assed job, you simply unhook the bool Array DB from the bit Arrays. What a halfwit you are NERON...&lt;br /&gt;
* Searching for a planet costs 1 AP less.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Defective Piston Sensors&amp;quot;&amp;gt;[[image:Door_sensor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Defective Piston Sensors&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| By analyzing the smoke coming from defective pistons in the automatic doors, NERON can now determine precisely which doors are affrected&amp;lt;!--in-game typo--&amp;gt; and relay the information to your PDA.&lt;br /&gt;
* Broken doors are shown on {{Item|Trackers}}.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Dismantler&amp;quot;&amp;gt;[[image:Dismantling.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Dismantler&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| By dismantling all of Raluca's failed PILGRED experiments, you are able to recover a stack of used metal which can then be used to patch up the hull or repair patrol ships!&lt;br /&gt;
* Generates 5 {{Item|Scrap Metal}} in the engine room.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Extra Drone&amp;quot;&amp;gt;[[image:Extra_drone.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Extra Drone&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Going through an old archive and examining data on Terrence's drones, it appears that it should be possible to ask NERON to build us another one.&lt;br /&gt;
* Adds a {{Item|Support Drone}} in the Nexus.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Extra Hydropots&amp;quot;&amp;gt;[[image:Extra_hydroponpots.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Extra Hydropots&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Botanist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Neron&amp;lt;!--not &amp;quot;NERON&amp;quot; as usual, this is in game--&amp;gt; found the hydroponic plant pot plans; Retrieving materials from the incubator should make it possible to create three additional pots.&lt;br /&gt;
* Adds 3 {{Item|HydroPot}}, which appear in the Hydroponic Garden.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Fire Detector&amp;quot;&amp;gt;[[image:fire_sensor.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Fire Detector&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Firefighter}}&lt;br /&gt;
| {{Efficiencies|18|27}}&lt;br /&gt;
| After spending several hours convincing NERON that fire could be detrimental to its own well-being, it gave in and allocates&amp;lt;!-- in-game typo? --&amp;gt; more CPU power to the task... it still seems pretty annoyed though.&lt;br /&gt;
* Fires are reported on your PDA&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Fission Coffee Roaster&amp;quot;&amp;gt;[[image:Fission_coffee_roaster.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Fission Coffee Roaster&amp;lt;br&amp;gt;{{Skill|Caffeine Junkie}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Yeehaa!! By plugging in a basic portable particle accelerator to the exhaust of the roaster pump, it is now possible to obtain a coffee in less than 12h!!&lt;br /&gt;
* The {{Item|Coffee}} machine also regenerates Cycle 4 (French wiki lists this as bugged - confirm?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;General Patching Up&amp;quot;&amp;gt;[[image:Bric_broc.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| General Patching Up&amp;lt;br&amp;gt;{{Skill|Designer}}&amp;lt;br&amp;gt;{{Skill|Creative}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Did someone think to SCREW the steel plating back down?&lt;br /&gt;
* Each cycle, the Daedalus has a 15% chance of not falling apart. Prevents fires, metal plates, electrical overloads, shocks and spontaneous failures. Announced by NERON when activated.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Heat Lamps&amp;quot;&amp;gt;[[image:Heat_lamp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Heat Lamps&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Botanist}}&lt;br /&gt;
| {{Efficiencies|3|4}} &lt;br /&gt;
| Equipped with &amp;quot;spring softness&amp;quot; lightbulbs, these lamps work miracles on extraterrestrial plants. They perfectly immitate&amp;lt;!--in-game typo--&amp;gt; the rays from our good old Sun.&lt;br /&gt;
* Plants in the garden have a 50% chance to generate an additional fruit each day.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Hydroponic Incubator&amp;quot;&amp;gt;[[image:Hydroponic_incubator.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Hydroponic Incubator&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Botanist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| This piece of equipment, which was specially designed for seedlings and young hybrids, is able to saturate a plant's environment with nitrogen in order to accelerate their development without harming the adult plants.&lt;br /&gt;
* Young plants mature twice as fast in the garden.&lt;br /&gt;
(Actual in-game text is misleading: ''In the garden, young shoots cross breed twice as quickly.'')&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Large Bay Upgrade&amp;quot;&amp;gt;[[image:Icarus_larger_bay.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Large Bay Upgrade&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| By getting rid of the backup motor which still remains to be proven useful, we can squeeze in another 2 seats.&lt;br /&gt;
* The Icarus can carry two more people, bringing the maximum to 6.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Launch Propulsion System&amp;quot;&amp;gt;[[image:Patrol_ship_launcher.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Launch Propulsion System&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| While finalizing the implementation of new door servos, NERON realized what it had under the hood! That speeded things up no end...&lt;br /&gt;
* Launching patrol ships and the Pasiphae costs 1 AP less.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Magnetic Net&amp;quot;&amp;gt;[[image:Magnetic_net.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Magnetic Net&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Physicist}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| One of the great assets of the Magellan was that the stellar ark could mobilize its own flotilla. You debug the last packets of code from the Magnet automatic pilot program. That'll do the trick.&lt;br /&gt;
* When the Daedalus moves, patrol ships are automatically brought into their respective Bays, as well as the Pasiphae.&lt;br /&gt;
* This only works if there is a pilot, so if a Mush takes a ship and ejects then it will never return.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Magnetic Return&amp;quot;&amp;gt;[[image:Auto_return_icarus.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Magnetic Return&amp;lt;br&amp;gt;{{Skill|IT Expert}}&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| Using NERON's source code, you realize that you can give the Icarus a kind of pseudo-awareness. You decide to get rid of the pseudo-cognitive code and the emotion engine but keep the survival kernel. Now if the mission is a failure, the Icarus returns automatically.&lt;br /&gt;
* The Icarus automatically returns to the Daedalus in the event of mission failure.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;NERON Participation&amp;quot;&amp;gt;[[image:Neron_project_thread.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| NERON Participation&amp;lt;br&amp;gt;{{Skill|IT Expert}}&amp;lt;br&amp;gt;{{Skill|Shrink}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| After a good telling off, NERON often becomes more productive, especially when it comes to working on itself. &lt;br /&gt;
&lt;br /&gt;
You install an alarm clock which insults its active memory automatically every hour.&lt;br /&gt;
* If a project is above 0%, it is automatically progressed 5% each cycle.&lt;br /&gt;
* {{note|Does not reset player participation}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Oxygenated Ducts&amp;quot;&amp;gt;[[image:Oxy_more.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Oxygenated Ducts&amp;lt;br&amp;gt;{{Skill|Technician}}&amp;lt;br&amp;gt;{{Skill|Biologist}}&lt;br /&gt;
| {{Efficiencies|6|9}} &lt;br /&gt;
| Algae growing in the air-conditioning ducts. Maybe we could encourage rampant growth of banana trees?&lt;br /&gt;
* Each cycle, the Daedalus has a 20% chance not to lose oxygen. Announced by NERON.&amp;lt;!--how do broken oxygen tanks affect this? does it not lose oxygen at all or is it just reduced by 1?--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Plasma Shield&amp;quot;&amp;gt;[[image:Plasma_shield.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Plasma Shield]]&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|1|1}}&lt;br /&gt;
| You never had the time to complete it, but this damned plasma shield would have been really handy. By downloading a new core and restarting the particle tabulatrix driver, it should work just fine.&lt;br /&gt;
* The hull of the Daedalus is now protected by a self-regenerating shield. Must be turned on after being built at the BIOS terminal. Starts at 50 and regenerates 5 per cycle (max 100). Plasma shield takes damage first before [[Daedalus]] {{armor}} except in a few cases. For example taking-off and landing accidents by non-pilots, several things may occur including the damage of the [[Daedalus]]. The {{armor}} always take damage if it happens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Pneumatic Distributor&amp;quot;&amp;gt;[[image:Food_retailer.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Pneumatic Distributor&amp;lt;br&amp;gt;{{Skill|Robotics Expert}}&amp;lt;br&amp;gt;{{Skill|Chef}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| Wow... You never really thought of it, but this tubing system has inspired you. In certain prehistoric societies, they used induced air tubes to send messages... However, these could just as easilt&amp;lt;!--in-game typo--&amp;gt; be used to transport food! You convert the guttering into a pneumatic tube. (What would be the point of having guttering in space... )&lt;br /&gt;
* Food produced in the garden is sent directly to the refectory via a pneumatic tube.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Quantum Sensors&amp;quot;&amp;gt;[[image:Quantum_sensors.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Quantum Sensors&amp;lt;br&amp;gt;{{Skill|Astrophysicist}}&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| The InfraSensors also have a dark matter probability detector and recorder which should noticeably increase their utility.&lt;br /&gt;
*The planet scanner reveals an additional section every time it is used.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Rerouted Charges&amp;quot;&amp;gt;[[image:Turret_extra_firerate.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rerouted Charges&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|12|18}}&lt;br /&gt;
| By reversing the polarity of the Tesla turret modulator, it is possible to double their firing rate!&lt;br /&gt;
* Turrets recharge twice as fast.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Spatial Wave Radar&amp;quot;&amp;gt;[[image:Radar_trans_void.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Spatial Wave Radar&amp;lt;br&amp;gt;{{Skill|Radio Expert}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|12|18}} &lt;br /&gt;
| What wouldn't you give to please the Comm... By increasing the CPU priority of the harbinger thread, you make life a lot easier...&lt;br /&gt;
* The stellar antenna now doubles your progress. (Confirm this = Difficulty of establishing comms link is halved?)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Teslatron Reservoir&amp;quot;&amp;gt;[[image:Patrolship_extra_ammo.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Teslatron Reservoir&amp;lt;br&amp;gt;{{Skill|Physicist}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| By adding a piston-based compression system, the storage capacity of the Teslatron reservoirs on the patrol ships can be doubled.&lt;br /&gt;
* Patrol ships have an additional 6 charges.&lt;br /&gt;
* In case this project gets finished while you are in a Patrol Ship, the ship gets recharged to 16 right away&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;span id =&amp;quot;Trail Minimizer&amp;quot;&amp;gt;[[image:Trail_reducer.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trail Minimizer&amp;lt;br&amp;gt;{{Skill|Pilot}}&amp;lt;br&amp;gt;{{Skill|Technician}}&lt;br /&gt;
| {{Efficiencies|6|9}}&lt;br /&gt;
| We can't cloak the Daedalus but by adding a flame shield on the lateral jets, we can make it more difficult to follow.&lt;br /&gt;
* The number of attackers who pursue the Daedalus when it moves is reduced by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]] [[Category:Kuan Ti]] [[Category:Janice]]&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/NERON_Announcements</id>
		<title>NERON Announcements</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/NERON_Announcements"/>
				<updated>2013-12-11T14:31:20Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
 [[File:Neron large.png|left]]NERON, the ship's main computer will post messages to everyone. These can be seen in the main chat window, with blue border around and NERON's icon before it. These serve as quick announcements about important things...usually. There are different triggers making these announcement with many linking to immediate alerts on the ship.&lt;br /&gt;
&lt;br /&gt;
=Alerts=&lt;br /&gt;
These Alerts show up above the action screen. Each alert has their own icon, and you can hover over each icon for more information.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Icon ||  '''Calm'''  ||There are no alerts: Everything is fine and there are no immediate dangers on the ship.&lt;br /&gt;
|-&lt;br /&gt;
| [[file:Hunter icon.png]]|| '''Hunters''' || Hovering over this icon will show the number of [[Hunters|enemy ships]] of all types around the ship.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire.png]] || '''Fire''' || Hovering over this icon will tell you how many fires are on board, and if someone has reported the fire, who reported it and the location of the fire.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Broken.png]] || '''Broken Equipment''' || Hovering over this icon will tell you how many pieces of broken equipment are on board, and if someone has reported the the broken equipment, who reported it and the location of the equipment.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Door.png]]|| '''Broken Door''' ||Hovering over this icon will tell you how many broken doors are on board, and if someone has reported the the broken doors, who reported it and the location of the doors.&lt;br /&gt;
|-&lt;br /&gt;
|  [[File:O2alert.png]]||  '''Oxygen Low'''|| Less than 8 units of oxygen left.&lt;br /&gt;
|-&lt;br /&gt;
|  [[File:Shield.png]]||  '''Armor Low'''|| Less than 20 units of armor are left.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Comm icon.png]] || '''No Connection to Sol''' ||   Communication with Sol has either not yet been established, or has been interrupted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Types of Messages=&lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
These are '''immediately''' posted when the hazards happen. Usually this happens at a cycle change, but anytime a Mush sabotages an equipment, it will shop up instantly too. This can be used to differentiate between sabotage and random events.&lt;br /&gt;
*'''Hunters'''&lt;br /&gt;
[[File:NeronHunters.png]]&lt;br /&gt;
: Neron will announce the appearance of [[Hunters|hunter ships]], with a corresponding hunter alert [[file:Hunter icon.png]].  Hovering over the alert will let you know how many ships are outside.&lt;br /&gt;
*'''Fire'''  &lt;br /&gt;
[[File:Neronfire.png]]&lt;br /&gt;
: Neron will announce the appearance of [[Fire]], with a corresponding fire alert [[File:Fire.png]].  Hovering over the alert will let you know how many fires are currently on board.&lt;br /&gt;
[[File:Firereported.png]]&lt;br /&gt;
: Once someone clicks on the fire and reports it, Neron posts another message that includes the reporting person. Now when crew members hover the mouse icon over the fire alert [[File:fire.png]], a pop-up will come up that includes the reporter and the location of the fire.  Droids with firefighting upgrades will now help extinguish the fire if they are in the same room.&lt;br /&gt;
*'''Broken Equipment''' &lt;br /&gt;
[[File:Neronmalfunction.png]]  &lt;br /&gt;
: Neron will announce when equipment is broken, along with putting a broken equipment alert [[File:Broken.png]] in the status bar.  Most equipment gets a generic message, but some like [[Oxygen Tanks]], [[Fuel Tanks]], and [[Neron Bios]] have their own specific messages. &lt;br /&gt;
[[File:Neronmalfunctionreported.png]]&lt;br /&gt;
: Once someone clicks on the broken equipment and reports it, Neron posts another message that includes the reporting person's name.  Now when crew members hover the mouse icon over the broken equipment alert [[File:Broken.png]], a pop-up will come up that includes the reporter and the location of the broken equipment.  Droids too will now repair the equipment if they are in the same room.&lt;br /&gt;
*'''Sabotaged Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Communications==&lt;br /&gt;
*'''Connection to Sol Established''' &lt;br /&gt;
[[File:comms established.png]]&lt;br /&gt;
: This message is from the [[Communications#Link|initial connection to Sol]].  Everyone on-board will gain 3 moral points.&lt;br /&gt;
*'''Connection to Sol Lost'''&lt;br /&gt;
[[File:Neronsolinterrupt.png]]&lt;br /&gt;
: The [[Communications#Link|connection to sol is lost]], this time to a random event.  When there is no link to sol, the [[File:Comm icon.png]] will display in the alert area.&lt;br /&gt;
*'''Rebel Ship Communications'''&lt;br /&gt;
[[File:NeronComms.png]]&lt;br /&gt;
:If contact is established with Sol, starting day 2 [[Communications#Rebel_Bases|Rebel bases]] will attempt to contact your ship. You will receive the above message when there is a new base contact to decode. Pay attention to which cycle this occurs. The cycle chosen is random and different for each ship, but it will occur during that same cycle each day through day 7 for the duration of a given ship.&lt;br /&gt;
&lt;br /&gt;
==Death of a crew member ==&lt;br /&gt;
When a human or mush dies on the ship, Neron will make a post along with reason of death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NERON Projects== &lt;br /&gt;
[[image:Neuronproject.png]]&lt;br /&gt;
*The completed [[NERON_Projects|project]] is in bold font. The completed [[NERON_Projects|project]] is now listed in the bottom of the page, and a hovering over the image will provide a description of the [[NERON_Projects|project]]. &lt;br /&gt;
&lt;br /&gt;
==Title Assignments==&lt;br /&gt;
*Commander&lt;br /&gt;
[[File:announce commander.png]]&lt;br /&gt;
&lt;br /&gt;
*Head of Communication&lt;br /&gt;
[[File:announce comms.png]]&lt;br /&gt;
&lt;br /&gt;
* NERON Administrator&lt;br /&gt;
[[File:announce neron admin.png]]&lt;br /&gt;
&lt;br /&gt;
==Other Messages==&lt;br /&gt;
*Beginning of game messages&lt;br /&gt;
*Shower disassembled&lt;br /&gt;
*Neron Administrator  - The Neron Administrator can make Neron Messages with the /neron tag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Delzoup|Delzoup]] ([[User talk:Delzoup|talk]]) 10:16, 7 December 2013 (MST)Added more structure &amp;amp; started on some images, please feel free to expand.&lt;br /&gt;
&amp;lt;p&amp;gt;[[User:GeneralThomas|GeneralThomas]] ([[User talk:GeneralThomas|talk]]) 06:29, 6 December 2013 (MST) Could be expanded with examples and pictures. Where mentioned I'm unsure about the correctness I have written.&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/NERON_Announcements</id>
		<title>NERON Announcements</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/NERON_Announcements"/>
				<updated>2013-12-11T14:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;NotJust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
 [[File:Neron large.png|left]]NERON, the ship's main computer will post messages to everyone. These can be seen in the main chat window, with blue border around and NERON's icon before it. These serve as quick announcements about important things...usually. There are different triggers making these announcement with many linking to immediate alerts on the ship.&lt;br /&gt;
&lt;br /&gt;
=Alerts=&lt;br /&gt;
These Alerts show up above the action screen. Each alert has their own icon, and you can hover over each icon for more information.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Calm||'''Calm'''||There are no alerts: Everything is fine and there are no immediate dangers on the ship.&lt;br /&gt;
|-&lt;br /&gt;
| [[file:Hunter icon.png]]|| '''Hunters''' || Hovering over this icon will show the number of [[Hunters|enemy ships]] of all types around the ship.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire.png]] || '''Fire''' || Hovering over this icon will tell you how many fires are on board, and if someone has reported the fire, who reported it and the location of the fire.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Broken.png]] || '''Broken Equipment''' || Hovering over this icon will tell you how many pieces of broken equipment are on board, and if someone has reported the the broken equipment, who reported it and the location of the equipment.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Door.png]]|| '''Broken Door''' ||Hovering over this icon will tell you how many broken doors are on board, and if someone has reported the the broken doors, who reported it and the location of the doors.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:O2alert.png]]||  '''Oxygen Low'''|| Less than 8 units of oxygen left.&lt;br /&gt;
|-&lt;br /&gt;
|  ||'''Armor Low'''|| Less than 20 units of armor are left.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Comm icon.png]] || '''No Connection to Sol'''||  Communication with Sol has either not yet been established, or has been interrupted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Types of Messages=&lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
These are '''immediately''' posted when the hazards happen. Usually this happens at a cycle change, but anytime a Mush sabotages an equipment, it will shop up instantly too. This can be used to differentiate between sabotage and random events.&lt;br /&gt;
*'''Hunters'''&lt;br /&gt;
[[File:NeronHunters.png]]&lt;br /&gt;
: Neron will announce the appearance of [[Hunters|hunter ships]], with a corresponding hunter alert [[file:Hunter icon.png]].  Hovering over the alert will let you know how many ships are outside.&lt;br /&gt;
*'''Fire'''  &lt;br /&gt;
[[File:Neronfire.png]]&lt;br /&gt;
: Neron will announce the appearance of [[Fire]], with a corresponding fire alert [[File:Fire.png]].  Hovering over the alert will let you know how many fires are currently on board.&lt;br /&gt;
[[File:Firereported.png]]&lt;br /&gt;
: Once someone clicks on the fire and reports it, Neron posts another message that includes the reporting person. Now when crew members hover the mouse icon over the fire alert [[File:fire.png]], a pop-up will come up that includes the reporter and the location of the fire.  Droids with firefighting upgrades will now help extinguish the fire if they are in the same room.&lt;br /&gt;
*'''Broken Equipment''' &lt;br /&gt;
[[File:Neronmalfunction.png]]  &lt;br /&gt;
: Neron will announce when equipment is broken, along with putting a broken equipment alert [[File:Broken.png]] in the status bar.  Most equipment gets a generic message, but some like [[Oxygen Tanks]], [[Fuel Tanks]], and [[Neron Bios]] have their own specific messages. &lt;br /&gt;
[[File:Neronmalfunctionreported.png]]&lt;br /&gt;
: Once someone clicks on the broken equipment and reports it, Neron posts another message that includes the reporting person's name.  Now when crew members hover the mouse icon over the broken equipment alert [[File:Broken.png]], a pop-up will come up that includes the reporter and the location of the broken equipment.  Droids too will now repair the equipment if they are in the same room.&lt;br /&gt;
*'''Sabotaged Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Communications==&lt;br /&gt;
*'''Connection to Sol Established''' &lt;br /&gt;
[[File:comms established.png]]&lt;br /&gt;
: This message is from the [[Communications#Link|initial connection to Sol]].  Everyone on-board will gain 3 moral points.&lt;br /&gt;
*'''Connection to Sol Lost'''&lt;br /&gt;
[[File:Neronsolinterrupt.png]]&lt;br /&gt;
: The [[Communications#Link|connection to sol is lost]], this time to a random event.  When there is no link to sol, the [[File:Comm icon.png]] will display in the alert area.&lt;br /&gt;
*'''Rebel Ship Communications'''&lt;br /&gt;
[[File:NeronComms.png]]&lt;br /&gt;
:If contact is established with Sol, starting day 2 [[Communications#Rebel_Bases|Rebel bases]] will attempt to contact your ship. You will receive the above message when there is a new base contact to decode. Pay attention to which cycle this occurs. The cycle chosen is random and different for each ship, but it will occur during that same cycle each day through day 7 for the duration of a given ship.&lt;br /&gt;
&lt;br /&gt;
==Death of a crew member ==&lt;br /&gt;
When a human or mush dies on the ship, Neron will make a post along with reason of death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NERON Projects== &lt;br /&gt;
[[image:Neuronproject.png]]&lt;br /&gt;
*The completed [[NERON_Projects|project]] is in bold font. The completed [[NERON_Projects|project]] is now listed in the bottom of the page, and a hovering over the image will provide a description of the [[NERON_Projects|project]]. &lt;br /&gt;
&lt;br /&gt;
==Title Assignments==&lt;br /&gt;
*Commander&lt;br /&gt;
[[File:announce commander.png]]&lt;br /&gt;
&lt;br /&gt;
*Head of Communication&lt;br /&gt;
[[File:announce comms.png]]&lt;br /&gt;
&lt;br /&gt;
* NERON Administrator&lt;br /&gt;
[[File:announce neron admin.png]]&lt;br /&gt;
&lt;br /&gt;
==Other Messages==&lt;br /&gt;
*Beginning of game messages&lt;br /&gt;
*Shower disassembled&lt;br /&gt;
*Neron Administrator  - The Neron Administrator can make Neron Messages with the /neron tag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Delzoup|Delzoup]] ([[User talk:Delzoup|talk]]) 10:16, 7 December 2013 (MST)Added more structure &amp;amp; started on some images, please feel free to expand.&lt;br /&gt;
&amp;lt;p&amp;gt;[[User:GeneralThomas|GeneralThomas]] ([[User talk:GeneralThomas|talk]]) 06:29, 6 December 2013 (MST) Could be expanded with examples and pictures. Where mentioned I'm unsure about the correctness I have written.&lt;/div&gt;</summary>
		<author><name>NotJust</name></author>	</entry>

	</feed>