Item Mechanics

From HBM's Nuclear Tech Wiki

This article will attempt to explain the various mechanics of certain items. These mechanics are noted on the item's tool-tip, this article just describes them in more detail.

Radioactivity

On most of the tool-tips of radioactive materials, it will say: [number] RAD/s. These are how many RAD/s you will receive unprotected if. They all add up, even in stacks. Using a geiger counter, you can tell how many RADs you have absorbed and how much a potentially contaminated environment is emitting. The effects of radiation poisoning RADs only become noticeable at ~200 and become deadly at ~350. You die at ~1,000, no questions asked. Hazmat suits reduce the amount of absorbed radiation, increasing the amount of time you can hold and/or be in a radioactive environment. Paired with a tungsten reacher, the reduction is even better, making it almost a requirement for handling extremely hazardous materials.

To get rid of absorbed radiation, use Rad-Away or stand on a player decontaminator. Humans absorb ~620 millirems (~0.6 RAD) every year on average and it is considered harmless. In perspective, NTM (unenriched) uranium gives 0.35 RAD/s, so you're getting around 1/2 a year's dose of radiation per second by holding it. You will not die unless you hold it for a very long time, but more radioactive materials like polonium or schrabidium give much more and can kill you fast even with hazmat suits.

Asbestos

See: Lung Diseases

Any item or block that contains exposed asbestos will increment the player's asbestos/mesothelioma trait, as well as environmental asbestos particles. There is no way to check your level either directly or by checking symptoms, you simply abruptly die. Other than using SiOX cancer medication to completely cure it (which requires bismuth), the only way to prevent sudden entitlement to financial compensation, is to prevent exposure to begin with. Any gas mask or helmet that blocks particulates will do.

Some other items use this trait as a generic hazardous particulate emission and not specifically asbestos, so be aware.

Coal Particles

See: Lung Diseases

Similar to mesothelioma, black lung is a counter that's incremented by environmental or item based coal particles, emitted by most coal related powders or by mining coal, as expected. Unlike mesothelioma, you can determine your level in the disease by checking symptoms. Vomiting blood/soot and getting negative status effects are a clear sign of the disease. Also unlike mesothelioma, black lung can heal over time (granted it's below 25%), which it cannot do IRL. SiOX Cancer Medication also works on it, but not fully, it brings your level to 25% where it can begin to heal itself.

Digamma Radiation

Only the most end-game items and blocks emit Digamma radiation. It works similarly to normal radiation, but it is counted in mDRX and mDRX/s, can only be blocked by Fau Power Armor, is unable to be in the environment, and requires Xanax and other anti-psychotics to remove. It is also by far, more deadly and ethereal. Currently, only the Digamma particle (333.3 mDRX/s), the balefire bomb (10 mDRX/s), and digamma fuel (100 mDRX/s) emit digamma radiation.

Since it cannot be in the environment, it is generally limited to held items or immediate proximity with an emitting block.

Dangerous Drops

This one is self-explanatory, if you drop it, bad things happen. They're found on the antimatter and antischrabidium cells, all of the singularities, and on the artificial xen crystal. Here's a list of all the items that you mustn't drop:

  • Antimatter cells
    • Dropping it will cause its containment cell to break and explode violently as it is released, antischrabidium will create a fölkvangr field instead of a normal explosion. The antimatter cluster will also explode if dropped, just with a larger effect.
  • Singularities
    • They will lose containment and form a small black hole that sucks in nearby blocks and entities, higher strength ones will last longer and cause more damage. The miniature black hole will stay indefinitely unless destroyed by an antimatter cluster.
  • Artificial xen crystal
    • Not directly destructive, but it will create floating islands from a large area of where it was dropped. Entities caught in its area of effect will be turned upside down permanently. Most tile entities (machines and chests) will be effectively destroyed or reset.
  • Dead-man's detonator and explosive
    • Specifically made to be dangerous to drop. Usually activated when killed or intentionally dropped. The detonator can be connected to a nuke and the explosive just explodes.
  • The Demon Core
    • Dropping it will have the screwdriver suspending the two neutron reflectors fall out, allowing for them the close in on the core, making it go supercritical, permanently. The closed demon core is extremely radioactive at 100,000 RAD/s. The next person to pick it up will likely die in seconds even with high tier hazmats. Though, the closed demon core is a required item for certain things.

Pyrophoric

Pyrophoric items set the player on fire when held, either because they are extremely hot or very easily flammable, and are difficult to transport as such. Almost all radioactive elements become pyrophoric when pulverized into powder from the heat. White phosphorus bars are also pyrophoric due to it catching fire extremely easily. You can protect yourself from being set on fire by either wearing a fire proximity suit or armor with the fire resistance ability.

Hydroreactive

Unlike pyrophoric items, it will not immediately take effect when in your inventory, but you'll also want to stay away from water. Quite simply, when you have a hydroreactive item in your hand and are in water or in rain, it will explode. Applicable blocks and ores will also explode if submerged, but only shoot smoke under rain. Applies to lithium, caesium, and strontium.

Flammable / Explosive

Similar to hydroreactive, but will explode when on fire. Applies to volatile substances, such as cordite, ballistite, and vanilla TNT. Also applies to pumpkin pies, both as a joke and to demonstrate that the hazard system can apply to vanilla items and those from other mods.

Fire protection works, but inconsistently, still try to avoid fires or lava.

Blinding

Usually only caused by schrabidium (326 and 327) and other schrabidic compounds. It causes blindness when held due to the bright light emitted, but it goes away after 5 seconds when removed from inventory. The best way to prevent this is to wear a tier 3 or higher hazmat or equivalent. Protection goggles also work, but are a separate item/armor mod.

Effects Table

Use ctrl + F to more easily find what you're looking for.

Item Radioactivity (RAD/s) Pyrophoric Blinding
Thorium (Th232) Ingot 0.1 False False
Uranium Ingot 0.35 False False
U233 Ingot 5 False False
U235 Ingot 1 False False
U238 Ingot 0.25 False False
Plutonium Ingot 7.5 False False
Pu238 Ingot 10 True False
Pu239 Ingot 5 False False
Pu240 Ingot 7.5 False False
Neptunium Ingot 2,5 False False
Polonium Ingot 25 True False
Ingot of Uranium Fuel 0.5 False False
Ingot of Plutonium Fuel 4.25 False False
Ingot of MOX Fuel 2.5 False False
Ingot of Schrabidium Fuel 5.85 False False
Ingot of Thorium Fuel 1.75 False False
Nugget of Uranium Fuel 0.05 False False
Nugget of Thorium Fuel 0.175 False False
Nugget of Plutonium Fuel 0.425 False False
Nugget of MOX Fuel 0.25 False False
Nugget of Schrabidium Fuel 0.585 False False
Schraranium Ingot 1.5 False True
Schrabidium Ingot 15 False True
Schrabidium Nugget 1.5 False True
Schrabidium Plate 15 False True
Schrabidium Wire 1.5 False True
Bar of White Phosphorus 0 True False
Solinium Ingot 17.5 False True
Solinium Nugget 1.75 False True
Thorium (Th232) Nugget 0.01 False False
Uranium Nugget 0.035 False False
U233 Nugget 0.5 False False
U235 Nugget 0.1 False False
U238 Nugget 0.025 False False
Plutonium Nugget 0.75 False False
Pu238 Nugget 1 True False
Pu239 Nugget 0.5 False False
Pu240 Nugget 0.75 False False
Neptunium Nugget 0.25 False False
Polonium Nugget 2.5 True False
HES Ingot 5.85 False True
LES Ingot 5.85 False True
HES Nugget 0.585 False True
LES Nugget 0.585 False True
Thorium Crystals 1.0 False False
Uranium Crystals 3.5 False False
Plutonium Crystals 75 False False
Schraranium Crystals 15 False True
Schrabidium Crystals 150 False True
Phosphorus Crystals 0 True False
Trixite Crystals 10 False False
Neptunium Powder 2.5 True False
Polonium Powder 25 True False
Schrabidium Powder 15 True True
Uranium Powder 0.35 True False
Plutonium Powder 7.5 True False
Yellowcake 0.35 False False
Plutonium 238 Fuel Pellet 15 True False
Weak Uranium RTG Pellet 5 False False
Polonium 210 RTG Fuel Pellet 37.5 True False
Tritium Cell 0,5 False False
Schrabidium Trisulfide Cell 15 False True
Uranium Rod 0.175 False False
U233 Rod 2.5 False False
U235 Rod 0.5 False False
U238 Rod 0.125 False False
Plutonium Rod 3.75 False False
Pu238 Rod 5 True False
Pu239 Rod 2.5 False False
Pu240 Rod 3.75 False False
Neptunium Rod 1.25 False False
Polonium Rod 12.5 True False
Sa326 Rod 7,5 False True
Sa327 (Solinium) 8.75 False True
Balefire Rod 1500 False False
Blazing Balefire Rod 2500 True False
Uranium Dual Rod 0.35 False False
U233 Dual Rod 5 False False
U235 Dual Rod 1 False False
U238 Dual Rod 0.25 False False
Plutonium Dual Rod 7.5 False False
Pu238 Dual Rod 10 True False
Pu239 Dual Rod 5 False False
Pu240 Dual Rod 7.5 False False
Neptunium Dual Rod 2.5 False False
Polonium Dual Rod 25 True False
Sa326 Dual Rod 15 False True
Sa327 Dual Rod (Solinium) 17.5 False True
Balefire Dual Rod 3000 False False
Blazing Balefire Dual Rod 5000 True False
Uranium Quad Rod 0.35 False False
U233 Quad Rod 10 False False
U235 Quad Rod 2 False False
U238 Quad Rod 0.5 False False
Plutonium Quad Rod 15 False False
Pu238 Quad Rod 20 True False
Pu239 Quad Rod 10 False False
Pu240 Quad Rod 15 False False
Neptunium Quad Rod 5 False False
Polonium Quad Rod 50 True False
Sa326 Quad Rod 30 False True
Sa327 Quad Rod (Solinium) 35 False True
Balefire Quad Rod 6000 False False
Blazing Balefire Quad Rod 10000 True False
Thorium Fuel Rod 0.875 False False
Thorium Dual Fuel Rod 1.75 False False
Thorium Quad Fuel Rod 3.5 False False
Uranium Fuel Rod 0.25 False False
Uranium Dual Fuel Rod 0.5 False False
Uranium Quad Fuel Rod 1 False False
Plutonium Fuel Rod 2.125 False False
Plutonium Dual Fuel Rod 4.25 False False
Plutonium Quad Fuel Rod 8.5 False False
MOX Fuel Rod 1.25 False False
MOX Dual Fuel Rod 2.5 False False
MOX Quad Fuel Rod 5 False False
Schrabidium Fuel Rod 2.925 False True
Schrabidium Dual Fuel Rod 5.85 False True
Schrabidium Quad Fuel Rod 11.7 False True
Tritium Rod 0.5 False False
Tritium Dual Rod 1 False False
Tritium Quad Rod 2 False False
Trinitite 5 False False
Nuclear Waste 15 False False
Tiny Pile of Nuclear Waste 2 False False
Depleted Uranium Fuel 15 False False
Depleted Thorium Fuel 10 False False
Depleted Plutonium Fuel 15 False False
Depleted MOX Fuel 15 False False
Depleted Schrabidium Fuel 40 False True
Depleted Uranium Fuel (Hot) 15 True False
Depleted Thorium Fuel (Hot) 10 True False
Depleted Plutonium Fuel (Hot) 15 True False
Depleted MOX Fuel (Hot) 15 True False
Depleted Schrabidium Fuel (Hot) 40 True True
Depleted Thorium Fuel Rod 10 True False
Depleted Thorium Dual Fuel Rod 20 True False
Depleted Thorium Quad Fuel Rod 40 True False
Depleted Uranium Fuel Rod 15 True False
Depleted Uranium Dual Fuel Rod 30 True False
Depleted Uranium Quad Fuel Rod 60 True False
Depleted Plutonium Fuel Rod 15 True False
Depleted Plutonium Dual Fuel Rod 30 True False
Depleted Plutonium Quad Fuel Rod 60 True False
Depleted MOX Fuel Rod 15 True False
Depleted MOX Dual Fuel Rod 30 True False
Depleted MOX Quad Fuel Rod 60 True False
Depleted Schrabidium Fuel Rod 40 True True
Depleted Schrabidium Dual Fuel Rod 80 True True
Depleted Schrabidium Quad Fuel Rod 160 True True
Nuclear Waste Rod 15 False False
Nuclear Waste Dual Rod 30 False False
Nuclear Waste Quad Rod 60 False False
Schrabidium Bullet 7.5 False True
Ferric Schrabidate Ingot 15 False True
Gold 198 RTG Fuel Pellet 750 True False
Balefire Shard 1500 True False
Balefire Egg 10000 True False
Closed Demon Core 100000 True False