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Colton's Guide to Making Bombs

This guide is a work in progress. Contact Colton for more info, or annoy him if it's still unfinished.

Introduction

So, you've created your first few batches of tritium, tinkered with hydrogen, made your first few bombs and are ready for more. Well, this is where you'll get more, and probably more than you need. Toxins at its very essence is a game of thermodynamics and balancing two energy values against each other, the rest is regular atmos. This guide will focus on the dynamics unique to toxins and will leave the more complex nuances of atmos to their respective guides.

Requirements and expectations

It is expected that you understand the basics of gas synthesis, gas cooling, have made a few bombs and know how to use the toxins simulation computer. Extra experience working atmos tech shifts is also a plus. While knowledge of fusion is not strictly necessary, it certainly helps for the larger bomb reactions.

The Fundamentals of Toxins

Toxins can be split into its three primary competencies, namely, formulation (composing a gasmix to achieve a desired effect), synthesis (creating the gases that comprise the desired gasmix) and execution (the setup, timings and general skill by which the bombs are made). Each deal with different types of optimizations and require different skillsets. While it is true that one can simply copy the work of another in one particular competency (work sharing between specialists is not unheard of), this guide assumes that you have no such specialist to base your work on and will teach you what you need.

Moving on, the three competencies can generally be better defined as:

Formulation

Formulation is fundamentally about devising a gasmix that will produce as much energy as possible to create the largest bomb possible, with different ways of going about it. Its most common form is when people discover that using a mixture of cold oxygen and tritium with a hot plasma primer results in a much larger explosion than using regular oxygen and plasma. This is something you have probably done. Most will have gone further, tweaking and optimizing the ratio of oxygen to fuel to maximize burn rates and energy output. There is also the tweaking of gasmix temperatures to fit more moles into the mix while still allowing for enough thermal energy in the heat primer to trigger the combustion reaction. Further still are the rare few who experiment with other gases such as hypernoblium, stimulum and zauker in their gasmixes. If you want to create even bigger bombs, or are just wondering why your bomb doesn't explode and has a paltry sub-10 central explosion size, you would be well advised to study the art of formulation.

Synthesis

Synthesis itself is best covered by an entire dedicated guide, but as toxins scientists do not work under the same scarcity free conditions that atmospheric technicians do, special constraints apply. Here one will learn how to best make use of their limited resources, how to be creative with your small spaces and even how to brew up fusion in the confines of science (safety provided by atmos' work environment not included)!

Execution

Execution is how one proceeds with their work in toxins, whether they take their time and work safely, or whether they plan on rushing the production of their gas as fast as possible to make a large (but not hyperoptimal) bomb early enough in the round to give science a sizeable boost of research points to spend on powergamer gear. Timings, balancing the benefits of certain additions to your setup and their associated time costs, safety factors and all that is what is covered here. If you want to learn to be that one guy in science that gets fifty thousand research points twenty minutes into the shift, or you just want to make your science fusion setup Grey McRetard-proof, this is what you should read.

Formulation

<some shit about how the toxins calculation is actually just simple math

Stochiometry

<insert formulas here, ask tessa for help maybe?>

Calorimetry

<insert formulas here>

<add the burnrate and energy release over time integrals when you find them, it'll be hilarious>

Reactions and their Utilities

<something about how the basic combustion reaction is the mainstay but that there is nuance between different burnrates>

Tritium vs. Hydrogen vs. Plasma

<something about burnrate variance and combustion output having different heat capacities, add some graphs>

Hypernoblium

<HEAT CAPACITY>

Stimball

<Something about how it's actually really strong>

Fusion

<Something about how it's quite viable if you can set up the boosted fusion procedure necessary to trigger it>

Boosted Multi-Stage Toxins Bombs

<Bring out the funny integrals, it'll be great>

Synthesis

<Probably just do guide to synthesis for the deep bits, give a bit of extra guidance on how to use limited resources, specifically low trickle rate tritium breeding and dual chamber hydrogen synth>

Execution

<Time pressures, and maybe hint about EMP boosting? Gotta ask anvil about that one>