Poison expansion part 2

New chems and existing chem changes/rebalances:

*Iwazarudol: A poison that temporarily mutes the victim after a certain amount of time.
Recipe: Plasma (1) + Sleep Toxin (1) + Silicon (1) = Iwazarudol (3)

*Blaze oil: Sets you on fire randomly.
Recipe: None! High potency ghost chillies only.

*Fangshenine: Irridiates the victim. Like old mutagen, but without the mutation...though they will likely still mutate from the radiation later on.
Recipe: Phosporous (1) + Radium (1) + Alluminium (1) = Fangshenine (3)

*Hunzine: Causes brain damage, confusion and a decent amount of toxin damage at the same time.
Recipe: Impedrezene (1) + Cryptobiolin (1) + Toxin (1) =  Hunzine (3)

*Unstable mutagen: This has been changed. It will no longer irridiate the victim. Instead, it will keep mutating them. It will also deal a bit of poison damage. 15u will on average cause 4 mutations and 30 toxin damage for the victim. You can use Fangshenine as a replacement if you wish to irridiate someone instead.

*Napalm: Behaviour has been changed. It will now create a firey explosion similar to an exploding welding tank. Using atleast 20u of each reagent will create a slightly denser fireball. Range of the flames depends on the amount of reagents used. Flame range is limited to the maxcap.

*Synaptidol: Ghetto chemical. Takes a while to start working. Reduces stuntimes, will get stronger if it remains a while in the body. If it remains too long in the body, it will cause eye and clone damage and make you vomit uncontrollably. The reagent consumption rate is randomized, meaning that the same amount can last longer or shorter each time. This is to prevent players from creating a perfect mix that avoids the negative effects. If you consumed a hopelessly high amount that would be lethal, you can force it out by drinking pure welding fuel...
Recipe: Welding Fuel (2) + Robust Harvest (1) = Synaptidol (3)

*Beepsky Smash + Neurotoxin: They no longer make you drunk. They also now count as toxin so you can remove them with antitoxin. Everything else remains unchanged.

*Cyanide: You can create this now! It has an extremely difficult recipe however...
Recipe: Zombiepowder (1) + Ehuadol (1) = Cyanide (2)

*Amatoxin: Buffed. Now causes 1.5 damage instead of just 1 per cycle.

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New traitor item: poison kit.

Costs 3 TC.
The poison kit includes 3 random poisons. One utility poison, one damaging poison and one strong poison.

damaging poisons:
chiyanine, maizine, fangshenine, amatoxin, frostoil, hunzine

utility poisons:
iwazarudol, mizarudol, impedrezene, beepsky smash, chloral hydrate, neurotoxin, unstable mutagen

strong poisons:
plasma, slime jelly, ehuadol, lexorin, blaze oil

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hydro:

*Ghost chillies can now contain blaze oil. You need a potency of atleast 81 though!

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random events:

*The scrubber backpressure event is now a bit less boring. All the useless chemicals have been removed and replaced with other chems. Some new chems that make messes added. Chance for spacelube is now tripled. Poly acid removed because random clouds melting half the equipment in your department is a REALLY bad idea.

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nuclear emergency:

*Added a box of incendiary grenades to the syndicate locker. They all use the new napalm effect.

*Changed the chems in the bioterror chemsprayer. It now contains 150u of hunzine, 75u of ehuadol, 75u of mutagen, 150u of sporetoxin, 150u of chloral.