anyways nice to see you atleast favor getting the two silly miners, back up there feet. despite there initial failing. and you should have taken the mining headset, as it does default to both sci and cargo coms. so you could have let cargo know you were dragging both miners to medical. this will often get you noticed by command if the qm is a solid player, they tend to hate dead miners for a fairly obvious reason. less money. also might want to just let your rd know also, just doing extra legwork to keep shit going forward. tends to give you huge bonus points with command to try random shit. and the best tip i can give you, there 3 mushrooms you might want to check out. one gives mushroom shavings, which makes a unique mushroom bowl. its quality is that as long as some raw meat was present. any lizard crew or ashling. can eat veggie with the meat for botanical benefits without disgust. which also applies to a lesser degree to some other races if primary food source is atleast present. it also hold a rather silly amount of food, try stuffing it with 12 burgers each one the size of a z level. it has a item limit, but doesnt check added items item limits for storage. sadly you cant outright grind the bowl, and stored food only mixes on ingest only. one cacti mushroom gives a fairly weak brute and burn healing chem, but solid mining food to take on the go. it cannot od, but is only like a 0.8 healing to both brute/burn. also ashlings hate them due being barefoot, this has saved my live a fair few times. when lizards only see a straight line to unga bunga a miner, and die with sore feet due that narrow mindset to unga bunga. but that hope trait pairs extremely well with the last mushroom of interests, a black roundcap one called Inocybe. now this lovely old chem doesn't sound impressive, as there many other better, faster and lethal ko chems. it also caps out with 150 brain damage limit for abuse. its called entropic polypnium, and just 9u seals someone fate, this included a ling with panacea. if you re-apply it again within 10 ticks. the decaying effect is instead a instant knockout. the real kicker to that drug, is its after state that keeps enemy very vulnerable to it. along side steady stacking brain damage. its also a very fun drug to add to smokes by dipping them into a pure beaker of the stuff. cigars hold 20u each, but smoking wise last easily 8 for normal and 12 for premium minutes each. you still process said chems in micro doses for the entire time to keep some knocked out. its 20% a tick to do around 5 oxy damage, and 3 toxins. everything it does rolls independently if you want a stay alive mix. not sure what the current best mix ratio would be for that 20u limit but i would suggest to add in toxin cure chem, and oxyloss chem to keep the target alive. as they get worked down to 150 goddamn brain damage. since at that range they survive unless someone else added 50 more brain damage. but they are also rolling on the trauma table on a ongoing basis, for the special ones, possible magic ones. but yea a very underrated aspect that mining offers, but it can traumatize so many crew with most never even realizing what happened. traitor pair can actually use this on themselves to attempt to roll some ungodly powers like the berserker trauma. just make sure both players know how to keep rolling, the traumas and limit removal of beneficial ones. you can also botany barrel ferment this effect, anything botany ferments that turns into a generic wine outcome. 100% keeps the initially added chems, but also hides the chems presents 100% until its ingested to work its magic. and use a pen to rename said wine and description for hiding it as a food additive folks truly sleep on old chems and cooking/drinks system potential.