diff --git a/mods/bio-weapons.js b/mods/bio-weapons.js
new file mode 100644
index 00000000..490fa3c3
--- /dev/null
+++ b/mods/bio-weapons.js
@@ -0,0 +1,130 @@
+// Made By Dear Confusion Uwu
+
+elements.death_gas = {
+    color: "#d5dce6",
+    behavior: [
+        "XX|XX|XX",
+        "XX|XX|M2%2.5 AND BO",
+        "XX|M1%1|XX"
+    ],
+    tick: function (pixel) {
+        for (var i = 0; i < adjacentCoords.length; i++) {
+            var coords = adjacentCoords[i];
+            var x = pixel.x + coords[0];
+            var y = pixel.y + coords[1];
+            try { // idk what to do
+                if (!isEmpty(x, y)) {
+                    if (pixelMap[x][y].element == "death_gas_grenade") {
+                        var x = pixel.x - coords[0];
+                        var y = pixel.y - coords[1];
+                        tryMove(pixel, x, y)
+                    }
+                }
+            } catch { } // What A shame
+        }
+    },
+    category: "weapons",
+    temp: 20,
+    cooldown: 1,
+    reactions: {
+        "head": { elem2: ["head", "rotten_meat"], elem1: ["death_gas", "death_gas", "salt_water"], chance: 0.1, oneway: true },
+        "body": { elem2: "rotten_meat", chance: 0.05, oneway: true },
+    },
+    tempLow: -30,
+    state: "gas",
+    density: 0.4,
+    ignoreAir: true,
+};
+
+elements.death_gas_grenade = {
+    color: "#65665c",
+    behavior: [
+        "XX|CR:tear_gas|XX",
+        "CR:tear_gas%80|EX:4>death_gas%5|CR:tear_gas%80",
+        "M2|M1|M2",
+    ],
+    category: "weapons",
+    state: "solid",
+    density: 7300,
+    conduct: 0.73,
+    tempHigh: 1455.5,
+    stateHigh: "molten_steel",
+    excludeRandom: true,
+    cooldown: 5,
+    nocheer: true,
+};
+
+elements.sonic_boom = {
+    color: "#65665c",
+    tick: function (pixel) {
+        if (!pixel.primed) {
+            ground = false
+            num = 0
+            coords = lineCoords(pixel.x, pixel.y, pixel.x, pixel.y + 20)
+            for (coord in coords) {
+                pxl = coords[coord]
+                if (!isEmpty(pxl[0], pxl[1])) {
+                    if (num >= 5) {
+                        ground = true
+                        break
+                    }
+                    if (elements[pixel.element].density > 100 || elements[pixel.element].hardness !== undefined) {
+                        num++
+                    }
+                } else {
+                    num--
+                }
+            }
+            if (ground) {
+                pixel.primed = true
+            }
+        }
+        if ((pixel.primed || !isEmpty(pixel.x, pixel.y + 1)) && ((Math.random() < 0.05) || (isEmpty(pixel.x, pixel.y + 1) && Math.random() < 0.3))) {
+            // This Code Is Sh#t
+            coords = circleCoords(pixel.x, pixel.y, 10);
+            for (i in coords) {
+                coord = coords[i]
+                var x = coord.x;
+                var y = coord.y;
+                if (!isEmpty(x, y, true)) {
+                    pxl = pixelMap[x][y]
+                    if ((typeof elements[pxl.element].density == "number") || (elements[pxl.element].hardness !== undefined)) {
+                        if ((elements[pxl.element].density > 2000) || (elements[pxl.element].hardness !== undefined)) {
+                            if (elements[pxl.element].breakInto && (Math.random() > 0.2 || pxl.element == "glass")) {
+                                if (Math.random() > 0.4) {
+                                    deletePixel(x, y)
+                                } else { // So manny errorssss
+                                    breakPixel(pxl);
+                                }
+                                pxl = pixelMap[x][y]
+                            }
+                        }
+                    }
+                }
+            }
+            explodeAt(pixel.x, pixel.y, 3, "smoke")
+            deletePixel(pixel.x, pixel.y)
+            return
+        } else {
+            if (isEmpty(pixel.x, pixel.y + 1, true)) {
+                // Goes Down
+                tryMove(pixel, pixel.x, pixel.y + 1)
+            } else if ((Math.random() < 0.5) && isEmpty(pixel.x + 1, pixel.y + 1, true)) {
+                tryMove(pixel, pixel.x + 1, pixel.y + 1)
+            } else if (isEmpty(pixel.x - 1, pixel.y + 1, true)) {
+                tryMove(pixel, pixel.x - 1, pixel.y + 1)
+            } // Im Sorry
+        }
+    },
+    category: "weapons",
+    state: "solid",
+    density: 7300,
+    conduct: 0.73,
+    tempHigh: 1455.5,
+    stateHigh: "molten_steel",
+    excludeRandom: true,
+    cooldown: 5,
+    nocheer: true,
+};
+
+// Btw I Made This Entire BullSh#t Using The Modding Tutorial on The Sandboxels Wiki
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