Item Mechanics

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. To get rid of absorbed radiation, use Rad-Away or stand on a Player Decontaminator. Humans absorb ~620 millirems (~0.6 RAD) every year 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 Plutonium 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.

Coal Particles
See: Lung Diseases

Similar to mesothelioma, black lung is a counter that's incremented by environmental or item based coal particles. 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, and requires Xanax 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.

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 to fail and explode violently, antischrabidium will create a fölkvangr field instead of a normal explosion. The antimatter cluster will also explode if dropped.
 * 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 critical. 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.

Pyrophoric
Pyrophoric items set the player on fire when held and are difficult to transport. Almost all radioactive elements become pyrophoric when pulverized into powder. White Phosphorus bars are also pyrophoric. 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 and you'll also want to stay away from water. Quite simply, when you have a hydroreactive item in your hand and are in water, it will explode. Only applies to Lithium items, including rods, but not ores or boxes.

Flammable / Explosive
Similar to Hydroreactive, but will explode when on fire. Applies only to Cordite and Ballistite.

Blinding
Only caused by Schrabidium (326 and 327) and other Schrabidic compounds. It causes blindness when held, 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 that will reduce radiation protection.

Effects Table
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